One directory with sixty scripts stopped being navigable, and the grouping is also the sandbox boundary:
Tools/unreal/ commandlets and the two map builders, with ue_common.py and ue_placement.py as the
shared imports (they need the engine)
Tools/blender/ builders, exporters, the FBX preset, the MPFB character pipeline, blender_screenshots
(they need the Blender Flatpak)
Tools/review/ the visual loop: render_screenshots.sh, judge_screenshot.py, hero_compare.py,
build_comparison_md.py, e2e_asset_check.py, hero_iterate.sh, visual_loop.py,
visual_targets.json
Tools/gen/ image and texture generation: the ComfyUI driver, deterministic texture writers,
reference fetching
Tools/input/ OS-level input injection
root _common.py, check-lfs.sh, addon_compat_probe.py, sibling_asset_audit.py, tests/
Every moved script now resolves the repository root as ../.. and puts the tools root plus its siblings on
sys.path, so 'import ue_common' still works from unreal/. The test suite bootstrap does the same for the five
folders. render_screenshots.sh takes the folder as a third argument to run_cmdlet, and the e2e driver,
hero_iterate.sh and the comparison generator were repointed.
51 README rows now link to their new location, the README gains a Layout section naming each folder's
sandbox, and the architecture notes and Blender README follow the moves.
Verified: 108 tests pass, prettier is clean, judge_screenshot.py and hero_compare.py run from their new
homes, and the e2e run was aborted mid-way (it had been rebuilding an empty DemoMap for 15 minutes) and is
being rerun against the new layout.
3.9 KiB
Quality Requirements
Quality Requirements Overview
Ordered by priority: realism first, performance last. The order decides design trade-offs; it does not license dropping a lower item silently (see the trade-off rule below the table).
| Priority | Category | Requirement |
|---|---|---|
| 1 | Realism / Fidelity | Façade identity, proportion, material and lighting read like the reference photographs when compared side by side |
| 2 | Realism / Fidelity | Building placement matches the measured footprints and the photographs (within ~1 m) |
| 2 | Realism / Fidelity | Street scale (lane width, sidewalk width) within ~10 cm of the measured profile |
| 3 | Reliability / Terrain | Zero raycast holes across sidewalks and carriageway (84-sample transect) |
| 3 | Usability | WASD + mouse look, jump, reset (R), pause (Escape) — no tutorial needed |
| 4 | Maintainability | Fresh checkout builds with the documented engine installation |
| 4 | Portability | Linux build packages and runs; Windows build ships |
| 5 | Provenance | Every committed asset has a recorded source and licence |
| 6 | Performance efficiency | 60 FPS at 2560×1440, documented preset, no frame generation |
Trade-off rule. Realism leads: when a realism improvement costs frame time, the improvement wins. Performance is still a floor, not a preference — 60 FPS at 1440p without frame generation must be met at every release. If realism cannot fit inside that budget, reduce the realism scope deliberately and record the reduction in CHANGELOG.md; never ship below the floor without the owner's explicit approval. Walkability outranks realism in one direction: a block the player falls through is not a demo, whatever it looks like.
Quality Scenarios
| ID | Source/Stimulus | Response | Metric |
|---|---|---|---|
| QS-1 | Screenshot is compared against its reference photograph | The render reads as the same building | Similarity score and visual match confirmed by the owner; Tools/review/visual_loop.py reports the deltas |
| QS-2 | A façade is placed from measured data | It sits on its verified footprint | World span probed against Geo/verification/ within ~1 m |
| QS-3 | Player walks both sides of the demo | No fall-through, character stays at ground Z | 0 raycast holes in 84-sample transect |
| QS-4 | Player holds W for 2 s on flat road | Character moves forward | ≥ 200 cm displacement, Z constant within ±5 cm |
| QS-5 | Player presses R | Character teleports to spawn | < 100 cm from StartLocation |
| QS-6 | Player presses Escape | Game pauses, cursor appears | IsGamePaused() = true |
| QS-7 | Player presses Escape while paused | Game unpauses, cursor hides | IsGamePaused() = false |
| QS-8 | Fresh checkout + engine install | Build succeeds | Exit code 0, runnable binary produced |
| QS-9 | Game runs on dev workstation at 1440p | Frame rate holds the floor | ≥ 60 FPS, 99th percentile ≥ 55 FPS |
QS-9 is last on purpose. Performance is a floor that every release must meet, not the goal that shapes the content: realism decides what gets built, the frame budget decides how much of it.
Building realism gate (0.9.0)
| ID | Check | Metric |
|---|---|---|
| BR-1 | A building with a reference photograph has a review shot compared against it | Silhouette and proportion deltas recorded per building in Screenshots/README.md; owner approval per shot |
| BR-2 | Every building is either photo-matched or explicitly recorded as an unfounded blockout | List in TODO.md; no building in an in-between state |
| BR-3 | Every building has a collision proxy and at least one LOD | Count of buildings missing either = 0 |
| BR-4 | No surface carries a placeholder material | Material audit in Tools/unreal/ue_audit_scene.py reports 0 placeholder slots |
| BR-5 | The realism pass does not break the floor | QS-9 still holds at 1440p, with the measured cost of the pass recorded |