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
50 lines
1.9 KiB
Plaintext
50 lines
1.9 KiB
Plaintext
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.
|
|
|