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
33 lines
2.1 KiB
Plaintext
33 lines
2.1 KiB
Plaintext
ifndef::imagesdir[:imagesdir: ./images]
|
|
|
|
[[section-solution-strategy]]
|
|
== Solution Strategy
|
|
|
|
=== Technology decisions
|
|
|
|
* **Unreal Engine 5.8.4** for rendering, World Partition, physics (Chaos), and the Enhanced Input system. Chosen for its Linux support, open C++ source, and real-time rendering quality.
|
|
* **Blender 5.2 LTS** for all 3D modelling, UV work, and collision mesh authoring. Driven headlessly via `bpy` Python scripts, not MCP.
|
|
* **QGIS 4.2.3** for geographic data cleanup, coordinate conversion (EPSG:26911), and DEM preparation.
|
|
* **Blosm 2.7.28** for OSM building and street blockouts inside Blender (layout data only — not authoritative façade, height, or pavement detail).
|
|
* **MPFB 2.0.18** for human base meshes and baked materials (NPCs in `0.2.0+`).
|
|
|
|
=== Top-level decomposition
|
|
|
|
The system is a single Unreal game module (`GigLine`) with no plugins beyond `EnhancedInput`. Content is organised by domain under `/Game/Hollywood/`:
|
|
|
|
* `Site/` — terrain, road, sidewalks, kerbs, crossing markings, site materials
|
|
* `ElCapitan/` — hero façade mesh and materials
|
|
* `Frontage/` — south-side block building meshes
|
|
* `North/` — north-side building meshes
|
|
* `Input/` — Enhanced Input actions and mapping context
|
|
|
|
All modelling and geographic processing live outside the game project in `Art/`, `Geo/`, and `Tools/`. The `Game/` directory contains only engine-ready content and C++ source.
|
|
|
|
=== Quality achievement
|
|
|
|
* *Performance*: dynamic-only lighting (no build step, no static shadow maps), world-space-noise materials (cheap procedural variation), minimal overdraw (simple street-level geometry).
|
|
* *Walkability*: complex-as-simple collision on terrain (C++ helper forces the flag on the asset), block-all collision on every site mesh, swept transect QA verifies zero raycast holes.
|
|
* *Fidelity*: geographic data verified before modelling (footprints, bounds, DEM); building placement checked against street mesh, never in isolation; reference photography drives façade work.
|
|
* *Reproducibility*: pinned toolchain in `Docs/toolchain.md`, named export presets, `Tools/check-lfs.sh` gate, fresh-checkout build procedure in `Docs/build.md`.
|
|
|