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gig-line/Docs/Architecture/07_deployment_view.adoc
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zwitschi 72705268b5 docs: arc42 architecture documentation for Gig Line
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
2026-11-08 13:08:35 +01:00

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ifndef::imagesdir[:imagesdir: ./images]
[[section-deployment-view]]
== Deployment View
=== Infrastructure Level 1 — Development Workstation
[cols="1,2" options="header"]
|===
| Node | Specification
| Dev workstation | Bazzite Linux 45 (Fedora 45 base, immutable ostree), Ryzen 7 7700X, 64 GB RAM, RTX 5070 Ti 16 GB, Vulkan RHI
| Engine install | `/run/media/system/DATA/Engines/UE_5.8.4` (73 GiB, external to repo)
| Project repo | `/run/media/system/DATA/Documents/06-games/gig-line` (Git + LFS, remote at `git.allucanget.biz`)
| Build output | `/run/media/system/DATA/Builds/GigLine` (packaged Linux build, ~1.1 GiB)
|===
Motivation::
Single-machine development. No build farm, no CI pipeline yet. The engine, toolchain, and GPU are all on the same host.
Quality and Performance Features::
* Vulkan RHI on RTX 5070 Ti, open kernel module driver 615.78.08.
* System clang 23.1.4 (no bundled engine clang) compiles game code.
* Build time: ~90 s incremental, ~5 min clean for the editor target.
Mapping of Building Blocks to Infrastructure::
[cols="1,2" options="header"]
|===
| Building Block | Infrastructure Element
| Gameplay (C++) | Dev workstation — compiled to `libUnrealEditor-GigLine.so`, loaded by engine
| Site + Façades (UE content) | Dev workstation — `.uasset`/`.umap` in `Game/GigLine/Content/`
| Art Pipeline (Python/Blender) | Dev workstation — headless Blender 5.2 Flatpak, Python 3.14.8
| QA & Review | Dev workstation — game run in `-game` mode, PNGs to `Screenshots/`
| Git remote | `git.allucanget.biz` — Gitea instance, LFS-enabled
|===
=== Infrastructure Level 2 — Packaged Build
[cols="1,2" options="header"]
|===
| Element | Detail
| Linux packaged build | Development config, ~1.1 GiB. Contains engine binaries, game module, cooked content, no editor.
| Run command | `./GigLine.sh -windowed -ResX=2560 -ResY=1440`
|===
No server infrastructure. The game is a standalone executable.