- Converted 13 individual .adoc section files to .md via asciidoctor→docbook5→pandoc(gfm) + post-processing, placed alongside the .adoc sources in Docs/Architecture/ - Rebuilt architecture.md from the individual section .md files - Ran prettier --write on all .md in the repo (23 files changed): normalised table column alignment, trailing whitespace, line breaks - Added .agents/ to .prettierignore (vendored third-party content) - All .md now passes prettier --check
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Solution Strategy
Technology decisions
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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.
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Blender 5.2 LTS for all 3D modelling, UV work, and collision mesh authoring. Driven headlessly via
bpyPython scripts, not MCP. -
QGIS 4.2.3 for geographic data cleanup, coordinate conversion (EPSG:26911), and DEM preparation.
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Blosm 2.7.28 for OSM building and street blockouts inside Blender (layout data only — not authoritative façade, height, or pavement detail).
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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/:
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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
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Performance: dynamic-only lighting (no build step, no static shadow maps), world-space-noise materials (cheap procedural variation), minimal overdraw (simple street-level geometry).
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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.
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Fidelity: geographic data verified before modelling (footprints, bounds, DEM); building placement checked against street mesh, never in isolation; reference photography drives façade work.
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Reproducibility: pinned toolchain in
Docs/toolchain.md, named export presets,Tools/check-lfs.shgate, fresh-checkout build procedure inDocs/build.md.