- 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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Introduction and Goals
Gig Line 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.
Requirements Overview
| ID | Description |
|---|---|
| F-1 | Walk both sides of Hollywood Blvd in the demo area without falling through geometry |
| F-2 | First-person movement (WASD + mouse look), jump, reset (R), pause (Escape) |
| F-3 | Fixed daytime lighting and atmosphere (sun, sky, fog, exposure) |
| F-4 | Geographic attribution display (ODbL: "© OpenStreetMap contributors" + licence link) |
| F-5 | Designated street crossing with zebra markings at signalised crossings |
| F-6 | Building façades recognisable against reference photography |
| F-7 | Terrain, road, and sidewalk follow real-world DEM elevation |
| F-8 | 60 FPS at 1440p on the documented workstation and quality preset |
Full requirements and progress are in TODO.md; version direction is in ROADMAP.md.
Quality Goals
| Priority | Quality Goal | Scenario |
|---|---|---|
| 1 | Performance efficiency | 60 FPS at 2560×1440 on RTX 5070 Ti, documented preset, no frame generation |
| 2 | Terrain walkability | Zero raycast holes across both sidewalks and the carriageway (84-sample transect passes) |
| 3 | Geographic fidelity | Building placement, street scale, and façade identity match reference photography |
| 4 | Build reproducibility | Fresh checkout + documented engine path produces a runnable Linux build |
| 5 | Licensing compliance | Every redistributable asset has verified provenance; ODbL attribution is visible at runtime |
Stakeholders
| Role | Contact | Expectations |
|---|---|---|
| Owner / Director | zwitschi | Sets scope, approves screenshots, cuts release tags |
| AI coding agents | multiple sessions | Read AGENTS.md, TODO.md, ROADMAP.md, and this document for architecture constraints; never commit directly to main |
| Players | end users | Walk the demo at 60 FPS without falling through the world; see a recognisable Hollywood block |
| OSM contributors | OpenStreetMap | ODbL attribution is displayed and derivative-database obligations are met |