Owner instruction: show the building, its entrance, the neighbouring buildings, front-on, and drop the close-up detail framing. - Studies replaced: door-recess / entrance-wide / column-order / entablature-cornice / parapet-motto / window-rhythm / street-wall / banner-detail -> building-front, building-entrance, building-with-neighbours, building-street-front, building-front-oblique, theatre-front-with-neighbours. - ANCHOR_SUFFIX now permits REFRAMING (step back, zoom out, widen the view) so the whole building can fit, while the architecture stays fixed; previously it pinned the camera angle to the reference, which forced cropped results. - Prompts state 'exterior' explicitly (the entrance study otherwise produced an interior) and require sky above the roofline and nothing cut off. Vision pre-check on the regenerated set: building-entrance and building-street-front read as full-elevation frontal plates; the studies anchored on the tightly cropped 2009 facade photo stay cropped, because the model will not invent the parapet and sky the photograph does not contain. That limitation is recorded in the study table comment - a full 6840 plate needs a full-elevation photograph we do not hold. Tests: 40 pass (study table assertions unchanged).
Gig Line
A Linux-first Unreal Engine game about walking and driving through a real city. The first release, 0.1.0, is a walkable exterior demo around 6840 Hollywood Blvd / El Capitan Entertainment Centre, covering the south-side frontage between Highland Avenue and Orange Drive plus the north-side frontage within 50 m of the boulevard.
Status
0.1.0 is in progress. The workstation, engine, geo pipeline and project bootstrap are done and verified; a walkable DemoMap exists with terrain, street, sidewalks, kerbs and the hero façade placed from measured coordinates. Façades are still blockouts, and materials are flat colours — both are planned patches.
Current tasks are in TODO.md and the development plan is in ROADMAP.md; what was learned the hard way is in MEMORY.md.
Layout
| Path | Contents |
|---|---|
Game/ |
Unreal project, configuration, source, game-ready content |
Art/ |
Editable Blender sources, blockouts, terrain, street, hero façade, and a local (uncommitted) reference library |
Geo/ |
Source manifests, permitted geographic data, and every geographic tool |
Tools/ |
Unreal-side importers, level builders, and reference gathering |
Docs/ |
Setup, toolchain pins, build and content pipeline, licensing, release checks |
Screenshots/ |
Rendered review captures and their approval state |
Getting started
git lfs install # required: content, images, audio, and geo files are LFS-tracked
git lfs pull
Tools/check-lfs.sh # verifies the lfs filter is active and files are stored as pointers
The engine is installed outside the repository and pinned in Docs/toolchain.md. Setup is in Docs/setup.md; building and the content pipeline are in Docs/build.md.
Documents
- TODO.md — living task list, source of truth for progress
- ROADMAP.md — development plan: milestone goals, scope, and release gates
- MEMORY.md — shared session memory: discoveries, traps, decisions
- AGENTS.md — contributor and agent rules
- PLAN.md — scope, stack, release policy, timeline
- Docs/toolchain.md · Docs/environment.md — pins and workstation audit
- Docs/build.md — fresh-checkout build and content pipeline
- Docs/release-checks.md — release gates
- Docs/licensing.md · THIRD_PARTY_NOTICES.md — licensing
- CHANGELOG.md — release history
Licensing
Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see Docs/licensing.md.