- street_mesh.py: continental zebra markings (0.5 m bars, 0.5 m gaps, 3 m band) at all three signalised crossings, triangles not quads (FBX SDK refuses to triangulate the crown-twisted quads), stripes +6 cm above the DEM so they stay above the road surface; winding flipped so every street surface faces up (road/sidewalks/markings were 100% down-facing and invisible in engine once the terrain stopped covering them). - terrain_from_dem.py: cut a 10.7 m corridor around the Hollywood Blvd centreline so road, kerbs and sidewalks are not buried under the terrain; sidewalks themselves cover the transition band, walk-check stays at 0 holes. - Blender builders save with a writability guard + fatal failure: *.blend is LFS-lockable and checks out read-only; a failed save previously left downstream steps building from stale files. - ue_import_site.py: Crossing_Markings imports with no collision (paint on the road); ue_build_demo_map.py stages it and chmods the lockable .umap before saving (save_map silently returned False on read-only maps). - ue_build_review_map.py: demo-crossing camera moved to the real crossing (s=130.1 m -> UE -24291,-1340) and fixed the ensure_writable path (was missing the .umap suffix, so the chmod never fired).
Gig Line
A Linux-first Unreal Engine game about walking and driving through a real city. The first release, 0.1.0, is a walkable exterior demo around 6840 Hollywood Blvd / El Capitan Entertainment Centre, covering the south-side frontage between Highland Avenue and Orange Drive plus the north-side frontage within 50 m of the boulevard.
Status
0.1.0 is in progress. The workstation, engine, geo pipeline and project bootstrap are done and verified; a walkable DemoMap exists with terrain, street, sidewalks, kerbs and the hero façade placed from measured coordinates. Façades are still blockouts, and materials are flat colours — both are planned patches.
Current tasks are in TODO.md and the development plan is in ROADMAP.md; what was learned the hard way is in MEMORY.md.
Layout
| Path | Contents |
|---|---|
Game/ |
Unreal project, configuration, source, game-ready content |
Art/ |
Editable Blender sources, blockouts, terrain, street, hero façade, and a local (uncommitted) reference library |
Geo/ |
Source manifests, permitted geographic data, and every geographic tool |
Tools/ |
Unreal-side importers, level builders, and reference gathering |
Docs/ |
Setup, toolchain pins, build and content pipeline, licensing, release checks |
Screenshots/ |
Rendered review captures and their approval state |
Getting started
git lfs install # required: content, images, audio, and geo files are LFS-tracked
git lfs pull
Tools/check-lfs.sh # verifies the lfs filter is active and files are stored as pointers
The engine is installed outside the repository and pinned in Docs/toolchain.md. Setup is in Docs/setup.md; building and the content pipeline are in Docs/build.md.
Documents
- TODO.md — living task list, source of truth for progress
- ROADMAP.md — development plan: milestone goals, scope, and release gates
- MEMORY.md — shared session memory: discoveries, traps, decisions
- AGENTS.md — contributor and agent rules
- PLAN.md — scope, stack, release policy, timeline
- Docs/toolchain.md · Docs/environment.md — pins and workstation audit
- Docs/build.md — fresh-checkout build and content pipeline
- Docs/release-checks.md — release gates
- Docs/licensing.md · THIRD_PARTY_NOTICES.md — licensing
- CHANGELOG.md — release history
Licensing
Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see Docs/licensing.md. OSM-derived output carries "© OpenStreetMap contributors".