zwitschi ca73563060 test(review): ground-level cameras, and a null result that locates the float
Two cameras were added at pavement height - one on the feet, one on the wheels - because the
wide shots cannot settle whether anything touches the surface.

The feet shot settled it, and not the way I expected. Lowering the player start from 455 to 395
changed NOTHING in the capture: same framing, same float. The capsule falls onto the collider and
always rests at Z 456 with its feet at 369, while the rendered pavement is about a metre lower.

So the float is not a spawn-height problem, and no amount of tuning player_z will fix it: the
sidewalk's collision extends above its visible top, and the player stands on an invisible ledge.
The earlier 'top surface under player: Z 366' measurement was not wrong - it was measuring the
collider, which is the thing that is in the wrong place.

Next: measure the sidewalk mesh's rendered top against its collider and fix the asset, not the
spawn.

Also pulled the wheel camera back; it had been inside the bodywork.
2026-11-09 17:14:26 +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.

S
Description
No description provided
Readme
3.1 GiB
0 Stars 1 Watchers 0 Forks
Languages
Python 84.8%
C++ 13.6%
Shell 1.4%
C# 0.2%