Populated from the arc42-template (EN/adoc) with project-specific content
across all 12 sections:
1. Introduction and Goals — requirements overview, quality goals, stakeholders
2. Architecture Constraints — technical (engine, collision, coordinates),
organisational (squash-merge, visual review, provenance), conventions
3. Context and Scope — business and technical context tables
4. Solution Strategy — technology decisions, top-level decomposition,
quality achievement approach
5. Building Block View — Gameplay (6 C++ classes), Site (7 meshes + 7
materials), Facades (9 buildings), Art Pipeline, QA & Review; Level 2
white boxes for input flow and collision model
6. Runtime View — walk, screenshot capture, QA self-test, build/import
pipeline scenarios
7. Deployment View — dev workstation and packaged build infrastructure
8. Cross-cutting Concepts — coordinate system, collision model, lighting,
materials, data provenance, QA harness
9. Architecture Decisions — 7 ADRs (dynamic lighting, UE materials,
C++ collision helper, grounded reset, core ticker, Y convention,
headless Blender)
10. Quality Requirements — overview table + 7 measurable scenarios
11. Risks and Technical Debts — 5 risks, 2 debts with mitigations
12. Glossary — 16 domain-specific terms
Master document: Docs/Architecture/architecture.adoc
Config: Docs/Architecture/config.adoc
48 lines
2.5 KiB
Plaintext
48 lines
2.5 KiB
Plaintext
ifndef::imagesdir[:imagesdir: ./images]
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[[section-introduction-and-goals]]
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== Introduction and Goals
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{project-name} is a Linux-first Unreal Engine 5 game that reconstructs a walkable (and eventually drivable) stretch of Hollywood Boulevard around 6840 Hollywood Blvd / El Capitan Entertainment Centre. The initial release (`0.1.0`) delivers a first-person walking demo of the south-side block between Highland Avenue and Orange Drive, plus north-side buildings within 50 m of the frontage.
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=== Requirements Overview
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[cols="1,3" options="header"]
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|===
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| ID | Description
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| F-1 | Walk both sides of Hollywood Blvd in the demo area without falling through geometry
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| F-2 | First-person movement (WASD + mouse look), jump, reset (R), pause (Escape)
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| F-3 | Fixed daytime lighting and atmosphere (sun, sky, fog, exposure)
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| F-4 | Geographic attribution display (ODbL: "© OpenStreetMap contributors" + licence link)
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| F-5 | Designated street crossing with zebra markings at signalised crossings
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| F-6 | Building façades recognisable against reference photography
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| F-7 | Terrain, road, and sidewalk follow real-world DEM elevation
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| F-8 | 60 FPS at 1440p on the documented workstation and quality preset
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|===
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Full requirements and progress are in link:../../TODO.md[TODO.md]; version direction is in link:../../ROADMAP.md[ROADMAP.md].
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=== Quality Goals
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[cols="1,3,2" options="header"]
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|===
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| Priority | Quality Goal | Scenario
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| 1 | **Performance efficiency** | 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation
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| 2 | **Terrain walkability** | Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes)
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| 3 | **Geographic fidelity** | Building placement, street scale, and façade identity match reference photography
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| 4 | **Build reproducibility** | Fresh checkout + documented engine path produces a runnable Linux build
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| 5 | **Licensing compliance** | Every redistributable asset has verified provenance; ODbL attribution is visible at runtime
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|===
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=== Stakeholders
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[cols="1,2,2" options="header"]
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|===
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| Role | Contact | Expectations
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| Owner / Director | zwitschi | Sets scope, approves screenshots, cuts release tags
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| AI coding agents | multiple sessions | Read `AGENTS.md`, `TODO.md`, `ROADMAP.md`, and this document for architecture constraints; never commit directly to `main`
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| Players | end users | Walk the demo at 60 FPS without falling through the world; see a recognisable Hollywood block
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| OSM contributors | OpenStreetMap | ODbL attribution is displayed and derivative-database obligations are met
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|===
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