Reorder TODO and docs around character and map priorities
This commit is contained in:
1 parent
08e9044593
commit
51f537720f
8 files changed
+330
-220
No files matched your search
@@ -146,6 +146,27 @@ python3 tools/blender_assets.py audit # no Blender needed
|
||||
godot --headless --path . --import
|
||||
```
|
||||
|
||||
## Local map development (planned)
|
||||
|
||||
The **Local map development** track in [`TODO.md`](../TODO.md#local-map-development)
|
||||
is not implemented yet; there are no map-generation commands to run. The planned
|
||||
pipeline will evaluate:
|
||||
|
||||
- offline OpenStreetMap extracts for footprints and licence-compatible 3D building
|
||||
massing (OSM Buildings, Overture, CityGML/LOD1–2);
|
||||
- downloaded reference imagery from Wikimedia Commons, own/team photography or
|
||||
other clearly licensed sources, with author/licence/attribution and privacy
|
||||
redaction recorded per set;
|
||||
- AI-assisted composition boards for palette, facade rhythm and material study,
|
||||
with model/prompt/output provenance and human acceptance;
|
||||
- Gaussian splatting as a development-only capture/reference/texture/proxy tool,
|
||||
version-pinned offline and outside CI, until an ADR proves runtime safety.
|
||||
|
||||
No online map/photo/splat service is a build or play dependency. Committed map
|
||||
assets will need provenance sidecars, ODbL/photo-licence review and the same
|
||||
`WorldBuilder` venue-budget/navigation/collider gates as the current stylized
|
||||
geometry. The detailed task plan and exit criteria live in `TODO.md`.
|
||||
|
||||
## Confirmed game assets
|
||||
|
||||
Everything below is audited and shipped in the game; development-only outputs
|
||||
|
||||
Reference in new issue
Block a user