zwitschi bc2e9c3b8e feat(hud): F3 debug overlay — FPS, frame time, worst frame, state
A top-left readout for performance work: smoothed FPS and frame time, the worst
frame in a rolling two-second window, the active view, player speed, a frame
counter and the player's position in metres from the project origin.

- F3 toggles it, through the console variable gigline.Debug so a packaged build can
  be checked without a rebuild (IA_ToggleDebug).
- On automatically for -perf and -qaselftest, so a performance capture never depends
  on pressing a key first; off in the built demo, because a player should not see an
  FPS counter over Hollywood Boulevard.
- The first two seconds are a warm-up window excluded from the worst-frame figure.
  Without it the readout showed "worst 400 ms" for a healthy run: the startup shader
  and streaming hitches dominated the rolling maximum.

Measured cost on the self-test route at 1440p: 2.64 to 2.77 ms average, about 5 %,
still 6x the floor. The release-check number stays the overlay-off run; the
overlay-on series is committed beside it as
Docs/perf/0.2.0-walk-frametimes-overlay.csv.

Docs: controls (F3 row, overlay section, switch table), release checks (cost row),
architecture building block view (HUD and input list).
2026-11-09 12:41:01 +01:00

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

Licensing

Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see Docs/licensing.md.

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