• 4 of 52 sub-phases done
  • Now: 0.4 technology spikes
  • Phases 0–6, from tasks/progress.md
Code Six as a greybox: 53 blocks generated from the project’s own data.
  • 4 of 52 sub-phases done
  • Now: 0.4 technology spikes
  • Phases 0–6, from tasks/progress.md

Work / Game, in production

A realistic third-person police career game in Unreal Engine 5.8 and C++. So far: a patrol car with lightbar and siren, wet night streets, a traffic graph.

Year
2026
Status
Phase 0 of 6, sub-phase 0.4
Code
Private repository

Code Six

The police sedan at dusk on a test road, from the front and from behind, lightbar on the roof.
Test T0.14: the patrol car and its lightbar at dusk. Engine test renders, not final art.

Concept

You work your way up the Santa Ciela Police Department, a fictional city and force. Right now the project is in phase 0: technology spikes that prove the hard parts before any content gets built.

The problem

An open city with traffic, vehicles and night lighting is expensive to run. Phase 0 is technology spikes: prove the expensive parts first, with tests and benchmarks.

How it works

  1. Tunables as data

    Game values load from JSON through a data subsystem, so tuning never needs a rebuild. The same idea as Sizzle Stop, in C++.

    Source: Source/Data/PSDataSubsystem.cpp

  2. Repeatable performance

    An autopilot subsystem drives the same route every run and a benchmark subsystem records it, so a change can be measured, not felt.

    Source: Source/Debug/PSAutoPilotSubsystem, PSBenchmarkSubsystem

  3. Vehicles and streets

    Lightbar and siren components on the patrol car, a traffic nav graph, World Partition for streaming, and look-dev tests for wet streets at night.

    Source: Source/Vehicles, Source/Traffic, tasks/evidence

  4. Process like a team

    Branch, pull request, checks, squash merge, even working alone. Automation specs run in the engine.

    Source: plan/35_github_workflow.md, Tests/

Built with

  • Unreal Engine 5.8
  • C++
  • World Partition
  • Nanite
  • Automation specs
  • Python tooling

Numbers

4/52
sub-phases done in the plantasks/progress.md
7
phases planned (0–6), from tech spikes to shiptasks/progress.md
85
C++ source and header files so farrepo tree