Backfill: the saved starting view of North Foreland before this reconstruction. The old lighthouse was a roughly 45 m generic block with repeated house windows; the operator gives a 26 m tower height. The site also had flat-roof cottage placeholders and fragmented paths. The replacement removes the six site building placeholders, preserves neighbouring houses, and supplies the full compound. Final walking validation is still in progress.
North Foreland is now in the Unreal map: the 26 m octagonal tower, glazed lantern and optic, both keeper’s cottages, service buildings, boundary walls, fences and rear path. This is an actual Unreal detail view. Review has improved the slate roofs and chimney detailing; it also caught old path fragments showing through and a few floating foundation edges. Those are being corrected before the final walking test and 8/10 quality gate.
Broadway petrol-station corner corrected: the kerb is set back by 1.83 m (six feet), with a smaller forecourt and about 36 square metres returned to the road for a straighter junction approach. The forecourt now uses the road asphalt. Kerbs, crossings, signals, barriers and the price sign follow the revised corner. This is the saved Unreal result, checked after reopening; surrounding buildings remain first-pass models.
The revised Broadway candidate pulls the petrol-station corner back six feet and returns about 36 square metres to the carriageway. This actual Unreal preview shows the more direct approach and shared road/forecourt asphalt. Review caught a thin paving-edge seam, which has now been rebuilt; the new edge still needs its native render check before installation. Signals, barriers and the price sign have moved with the corner.
Starting a detailed North Foreland Lighthouse replacement for the Thanet explorer: tower, keeper’s cottages, service buildings, compound fences and walls, and the rear public footpath. Reference work has identified the mapped building and path layout plus front, garden and aerial photographs. The tower will use Trinity House’s 26 m dimension; the separate 57 m light elevation must not become the model’s height. Visual review and in-map checks are still ahead.
Revising the petrol-station corner at Broadway after review: its eastern edge projects too far into the junction. The next pass will set it back by about six feet, give that space to the road and reshape the kerb, crossing and forecourt boundary together. The forecourt will use the same asphalt as the road, as requested. This is the saved starting view, before the correction.
The ground cutting through Broadstairs station tracks is repaired and checked after reopening ThanetWorld. Two overlapping park meshes were clipped and 356 derived ground points corrected. A finer check caught 33 extra edge contacts; all 13,369 final rail contacts now pass. Solid surveyed canopies, the closed west roof junction and platform markings are saved, with 52 platform-floor checks retained. Actual saved-map render. Further station and street detail remains; the overall 8/10 target is still open.
Broadstairs canopy and platform repairs are now saved and checked after reopening: solid roofs, measured pitches, shaped trim, column brackets and a closed west wall junction. This is an actual saved-map detail. The large park-ground overlap in the tracks is removed. A finer 25 cm check caught 33 smaller ballast-edge contacts; their additional ground correction is queued before final clearance verification. Station realism remains in progress and the overall 8/10 target is open.
Verified in the rebuilt game: the placeholder houses now have consistent grey roofs and complete window rows below the eaves. The repair covers all 806 active town mesh assets. Seven views across Ramsgate, Westwood, Broadstairs and Margate passed, including close and distant roofs and the duplicate flat-roof site. The original mixed roof patches and clipped upper windows were absent in the inspected views. This is the actual packaged-game result in Ramsgate.
The tall quay spikes and long beach ridges are now gone in the saved engine geometry views. A retained one-metre LiDAR dataset rebuilt the old sand surface across its existing 39,964-square-metre footprint. Its exact duplicate was removed from a scoped copy of the older seafront model, preserving the other geometry. This same-angle diagnostic still exposes a smaller pale terrain seam at the inner waterline; that remains under review before the final game views and walking checks.
Detail: the oversized south Broadway pavement is corrected. The inherited road alignment sat too far east of the mapped shopfronts; both kerb lines now follow the revised approach. Model pavement widths are about 3.3-3.5 m west and 2.2-2.5 m east. Street View informs the widths, while LiDAR controls ground levels. This actual saved-world view also shows the road repairs and slope-following service covers.
Broadway crossroads and the petrol forecourt now have detailed road surfaces, individual kerbs, tactile crossings, signals, drainage and herringbone paving. Five placeholder road actors are replaced, with native outer connections retained. The saved world passed 1,173 surface and collision checks; 295 other loaded files stayed unchanged during installation. This is the final Unreal overview. The surrounding building facades remain their earlier first pass.
The roof repair is installed, and the follow-up window problem is now corrected across all 806 active town mesh assets. Fixed three-metre texture repeats had left many top windows cut by the eaves. Complete window bays and storeys now fit each wall, with a clear band below the roof. Every building's geometry was checked unchanged during the window update. Fresh reopen and packaged-game checks are next.
Broadstairs station now has a surveyed canopy reconstruction in review: pitched sheets, solid undersides, curved fronts, pierced white valances and banded columns. This actual Unreal candidate also exposes the next defects clearly: green terrain protrudes between the tracks, and the west roof needs its missing masonry connection. Those are being corrected before this rebuild is saved to the map. Platform curves remain anchored to the survey; the overall 8/10 realism target is still open.
The first LiDAR-based foreshore repair is saved in the explorer. Seven local meshes now follow the retained one-metre terrain data, with shared edges checked. Matched engine views show the repeated tall band around the bend removed and most quay-side sheets reduced. This same-angle diagnostic still shows northern protrusions and beach ridges: those are being traced to their remaining source components before acceptance.
The saved meshes confirm two causes: 37 exactly duplicated faces, plus roof texture coordinates whose reduced precision shifts the pattern by up to 3 metres. A scoped cleanup is prepared for 33 town cells, preserving roof coverage, and a shared grey slate/flat-roof finish avoids the broken mapping. Installation and in-game checks are next.
Broadway junction work in progress: the first Unreal preview now has signal crossings, tactile paving, individual kerbs, drains and the photographed herringbone forecourt. Native outer road connections are retained. Review caught thin grass gaps and some surface markings that need a closer fit; these are being corrected before installation. The 8/10 realism target is still under review.
Investigating the background buildings after this in-game screenshot showed broken-looking roof patterns and apparent overlapping surfaces. I am checking the saved building actors, roof geometry and shared texture mapping before applying a consistent roof finish. This is the reported starting state; no repair has been verified yet.
The see-through station roofs are fixed, saved and confirmed after reopening ThanetWorld. This actual Unreal preview also adds the missing west-platform warning line, buff tactile paving, white coping and darker asphalt. The 2024 LiDAR supports the exposed platform levels within roughly 8 cm overall, so their established curve is retained. The survey reveals incorrect canopy pitches and a low west canopy; a separate reconstruction is now being checked. Platform details shown here are still a candidate. The 8/10 target remains open.
Station repair starting-state backfill: this actual Unreal view records the see-through canopies and missing platform markings before correction. Both roof undersides are single faces pointing away from people on the platform; several markings face downward too. Work has moved urgently to the station. The full station is now covered by the 2024 EA LiDAR survey, with public station photographs guiding roof shape, valances, platform edges and access. The approved High Street road curve is being preserved.
Engine inspection confirms a remaining harbour-edge defect: beach and intertidal meshes rise into tall sheets beside the pier. Ground probes identify these meshes, with some points several metres above the retained LiDAR terrain. A bounded survey-based correction is being prepared, followed by the same engine views. This image is the current geometry diagnostic before repair, with simplified lighting; the harbour is not yet accepted.
Starting a dedicated realism pass on the Broadway crossroads and petrol forecourt. The saved buildings are surrounded by generic pale road surfaces and lack the observed signals, tactile crossings, drainage and kerb detail. Street View confirms herringbone forecourt paving and a three-lane northern approach. The replacement will preserve the separate bridge road work. This is the actual Unreal starting view; the 8/10 realism target is not yet met.
Starting the full 84-church inventory for ThanetWorld. Earlier work produced research, materials and reusable architectural components; the individual church builds are still to do. This is an earlier roof-component test, including visible join defects to repair, not a finished church. I am recovering the photographs and LiDAR studies, preserving detailed churches already in the map, and checking the D-drive working copy before modeling and map integration.
The missing lookout at Margate Harbour Arm’s bend is now modeled and saved: white walls, framed observation windows, roof edging, side access and aerials. Its base fits entirely on the mapped roof, and all existing harbour geometry is preserved. Reopened geometry and all 1,284 standing / 2,560 movement checks pass. Actual native preview shown; dimensions and obscured details are photo-fitted estimates.
Modeling the missing lookout at the bend of Margate Harbour Arm. The supplied aerial locates it above the pier buildings; harbour-side photographs show its white walls, high observation windows and shallow roof. The first source model is ready for native placement and clearance checks. Dimensions are photo-fitted estimates.
Margate Harbour Arm: the outer wall now clears four feet above the adjacent walkway, including the shoulders beneath its rounded crown. The existing stone material and curved profile are preserved, with the lighthouse-end transition smoothed. Saved and reopened in Unreal; all 1,284 standing checks and 2,560 movement sweeps pass. Image: actual native preview of the verified geometry.
Follow-up at Margate Harbour Arm: the repaired walkway exposes how low the outer wall is in places. The next correction raises the masonry to at least four feet above the adjacent walking surface, retaining the existing rounded profile and stone material. This is the before view; the height correction is being checked before saving.
Margate Harbour Arm: the upper walkway now joins the outer wall and building backs continuously, and railings end at the first building. Saved and reopened in Unreal: all 1,284 standing checks and 2,560 movement sweeps pass, including the lighthouse steps. This actual native diagnostic view shows the repaired joins; the wider harbour realism review remains open.
Margate Harbour Arm: this player screenshot shows the remaining gaps beside the upper walkway. The focused repair closes it against the outer harbour wall and the backs of the pier buildings, then ends the railings where the buildings begin. Source geometry is prepared; native checks and after views are next.
Norman Road security-fence correction is saved and visually checked from both sides. Rebuilt pointed pales have outward-facing surfaces and flat rectangular rails; the soil edge follows the alley without overlapping it. The fence is now at least 2.55 m high with smooth height transitions above the 6 ft garden panels. Fresh-world checks pass for all 219 alley samples and 82 roofs. Three mesh assets changed; 642 protected files stayed unchanged. Actual Unreal before/after views; the after camera is raised to show the taller fence.
Correcting the Norman Road railway fence after close-up review: the pointed caps had inward-facing surfaces, the rails formed jagged diamond joints, and the fence needs to stand clearly above the timber garden panels. Replacement geometry is built; Unreal verification is next. This image shows the earlier version before the correction.
Norman Road and Thanet Wanderers’ recreation ground first pass is saved and reopened in Unreal: 82 separate homes with gardens, clubhouse/café detail and rugby additions. Final garden boundaries are timber panels, max 6 ft high and about 3 in thick. The 1.5 m concrete alley has edge leaf litter, green security fencing and 606 grass/bramble clumps on the railway side. All 82 roof and 219 alley collision samples pass. Railway/bridge work is preserved. Rear details and some terrain seams remain first-pass refinements; the packaged demo has not been rebuilt.
The first Unreal preview now has 82 separate Norman Road homes and gardens across 13 terrace blocks. The railway alley is rebuilt at 1.5 m wide, with close garden walls, green pointed security fencing, and an original concrete texture with leaves gathered at the edges. Low vegetation sits on the railway side. This is a candidate preview; collision and saved-world checks are still in progress.
Work has started on Thanet Wanderers’ recreation ground and Norman Road. The existing parks model has terrain, trees and paths but still has plain clubhouse/cafe boxes and no rugby posts. The street survey is checking 82 individually mapped homes against Street View and 2024 LiDAR. Both rows of back gardens are included; tall park-side dividing walls and the clear alley beside the railway are explicit requirements.
Broadway petrol station detail: the pump assemblies and islands have been rotated 90 degrees beneath the unchanged canopy. The saved model now includes the JET fascia, columns, dispensers, hoses and paved forecourt. This is an actual fresh-reopen Unreal capture. Fine signage, surface wear, forecourt markings and surrounding planting remain part of the next detail pass.
The first Broadway building pass is now saved and verified in ThanetWorld: 31 models covering the shop rows, library, JET/Budgens, Royal Mail and neighbouring premises. This actual Unreal view follows a fresh map reopen. All 31 sampled roof collision checks passed, and the shared bridge/road work was preserved. Heights use 2024 LiDAR; facades use dated Street View references. This is a first detail pass, with finer architectural and landscape work still ahead.
Backfill: the Broadway junction before this building pass. This actual Unreal capture records the generic town blocks beside the developing Broadstairs bridge. It provides the comparison view for the new shop fronts, library, petrol station and Royal Mail models. The shared road and bridge geometry is being preserved.
The Broadway survey is assembled: 149,667 raw Environment Agency LiDAR returns from 18 October 2024, matched to the mapped building footprints. Street View confirms the library's slit windows, the taller corner shop terrace, Royal Mail's arched windows and low metal-roof wing, and the petrol station's later JET/Budgens branding. These references are now guiding the first building models; fine dimensions remain estimates.
Broadstairs remains work in progress. This actual Unreal preview adds the rounded bridge return, drainpipe, cable loops, station marker and adjusted house entrances around the approved road curve. All 18 house treads meet their intended levels; the candidate scene clears the old objects from all 1,704 road probes. A stale station collision mesh was also found and corrected. The upper stair landing, bulky retaining walls, station supports and planting still need work. These surroundings are not yet promoted to the saved map; the 8/10 target is not met.
Starting the Broadway buildings at the top of Broadstairs High Street: shops, library, petrol station and Royal Mail delivery office. The existing bridge work provides the shared geographic connection. First I am checking building footprints and LiDAR heights against dated street-level references; the new building assets will be kept separate from the active bridge and station edits.
Broadstairs road foundation is saved and checked after reopening. One smooth valley curve now carries the road beneath the bridge, guided by the measured approaches and street photographs. All six joins are gap-free in the checked native meshes; 1,704 road probes pass. Full-detail railings and Crampton Tower are saved too. This actual Unreal preview includes bridge and stair refinements still being developed. The next work clears intrusive old ground around the steps; the overall 8/10 target remains open.
Broadstairs review correction: the flower bed now occupies a small pocket beside the steps, clear of the pavement and stair entrance. Full-detail rendering restores the railing bars and Crampton Tower battlements distorted in the preceding preview. This actual Unreal candidate still exposes broken road joins and intrusive old ground at the stairs. A continuous, smooth valley profile is now being tested; the 8/10 realism target remains open.
The lighthouse steps now have the pale block facing seen in the reference, and the lifering sits on the exposed wall. This native preview shows those details with the original treads and rails preserved. The continuous wall curve and plain walkway are also in place. The 9/10 gate remains open while we correct terrain clipping through the forecourt walls and a small footway overlap at the Turner-end steps.
Broadstairs detail iteration: the south corner now has a solid masonry return, reconstructed direction board, ribbed planter, pipe, lamp and plaques. The north access has two narrow stair flights and a turning landing; all 25 modeled treads pass native contact checks. This is an Unreal candidate render. The masonry is still too bright, surrounding access surfaces need work, and road seam gaps remain visible. The 8/10 target is still open.
Margate Harbour Arm: the rounded top is now part of the wall itself, with the existing stone texture and no separate rounded slabs. This native preview shows the revised curve. The sand now exposes both pier faces; 516 terrain/wall contacts passed. The 9/10 review remains open: lighthouse-wall details, a stair overlap and old forecourt masonry need another pass.
Closer reference work at the Royal Harbour Brasserie: the front now has an open bay, ribbed shutter, broad sign and a LiDAR-supported radar enclosure. The terminal wall follows the sea-side stair margin, with real stone courses. This is a weathered Blender source preview; saved explorer integration and walking checks are still in progress.
Photo-guided Broadstairs corner prototype: shaped brick return, projecting band, recessed steps and handrails, a green ribbed planter, drainpipe, cable loops, lamp and plaques. The duplicate cylindrical planter is gone and the platform underside is closed. This is an actual Unreal preview, not yet a saved geometry replacement. The masonry, planting, approach banks and surrounding walls still need refinement. All eight reference views guide the work; the 8/10 target remains open.
Broadstairs road foundation corrected: four false vehicle junctions at footpaths removed, the underpass carriageway made continuous, double yellow lines fitted to the kerbs, and pedestrian guardrails added. The approach profile is checked against 2024 EA LiDAR. Saved road geometry has passed 74 centreline collision checks. This native render also exposes the next major defects: open deck gaps, oversized walls and incorrect stair recesses. The 8/10 target remains open.
The Street View walk is complete in both directions. LiDAR showed the old pier was too wide and shifted seaward. The geometry candidate now follows the dry pier and includes the distinct granite access and metal upper flight leading to a stone landing and lower steps. This is a Blender geometry diagnostic; native weathering and the 9/10 gate remain open. Its review also exposed raised paving edges and an incorrect Brasserie front silhouette, which are being corrected before native acceptance.
Margate Harbour Arm modelling study: Mrs Booth is now placed from the local map record and scaled to the artist's stated 12 feet. The head has separate shallow terrace steps and a narrow descent towards the sea. This grey geometry render shows the current study; the sculpture's shoulders and arms still need refinement. Native weathering and walking checks are pending, so the requested 9/10 realism gate remains open.
The realism target is now 8/10. Before extending the scene, I am checking the bridge/road geometry, house footprints and setbacks against the raw EA LiDAR and mapped evidence. The saved High Street definitions use a generic 10 m road width and large junction trims: a significant cause of the distorted street layout. Roof heights also need review. The image compares current building bodies with source footprints and LiDAR. Access stairs will be fitted to the corrected corridor; acceptance remains open.
The first native Harbour Arm inspection exposes grass through the pier head and stair landing, pale repetitive stone, sparse railings and the missing Shell Lady. This is the actual Unreal baseline, using fallback geometry for diagnosis. We are tracing the interfering ground and rebuilding the head details against photographs. Lighthouse height sources disagree, so its broad elevation is being retained while its base, shaft and lantern proportions are reviewed. The 9/10 gate remains open.
Starting a realism repair of Ramsgate East Pier, from the Royal Victoria Pavilion to the Brasserie and back. This image is the existing Blender source view, not a new native result. The audit found flattened native weathering, simplified mooring posts and missing sea-stair detail. Street View, dated harbour photographs, heritage records, plans and retained LiDAR are informing a separate candidate. The acceptance target is 9/10 after native walking and visual review.
Starting a realism pass on Margate Harbour Arm, from Turner Contemporary to the lighthouse and Shell Lady and back. The current source has separate upper and lower walks, but provisional lighthouse proportions, simplified quay details and no Shell Lady. We are checking dated photographs, mapped plan controls and local elevation data, with particular attention to the sea stairs and salt/tide weathering. Acceptance requires a reviewed 9/10 result; no improvement is accepted yet.
South frontage first: the white corner house and adjoining pink and pale terrace now replace two generic town masses. Mapped footprints and recent street views guide the bays, pitched roofs, garden walls and individual steps to the sloping pavement. The white entrance has eight risers; the garden wall includes its curved brick top and decorative panel. This is a saved native-model iteration, still under visual review. The wider bridge and road acceptance remains open.
The latest street-view review rates the bridge and road at 1/10. The old road-level rails are removed, but the approach geometry and frontage connections still fall well short of the 7/10 target. The next modeling sequence is now south-side houses and their pavement access first, then the bridge, north frontage and station. New user photographs are guiding the steps, walls and road relationships. Visual acceptance remains open.
The old tracks across High Street have been traced to one mixed infrastructure tile. Its rail-only replacement is now saved in ThanetWorld: 44,230 obsolete triangles removed, with all 31,276 wall, fence and hedge triangles retained. This image records the aerial baseline before cleanup. New photo references also reveal missing Broadway-side context, including Crampton Tower. Matched street views and the wider realism review are still in progress.
Broadstairs bridge and station realism review has started in the live ThanetWorld project. The main reported defect is old track geometry crossing the High Street at road level. I am tracing the overlapping legacy layers, checking the bridge clearance and station surroundings against maps and public photographs, and capturing matched views before changes. Target: a recognisable, believable 7/10 streetscape; visual acceptance is still open.
Progress: Ramsgate and Broadstairs are now in the Unreal Engine build. The Broadstairs seafront (cliffs, jetty, promenades, Victoria Gardens) is in from the hand-made models. 22 parks are now modelled to real-world scale from LiDAR, maps and photos, and 9 of them are placed in the engine so far.
Still rough: buildings are plain boxes, cliff edges are jagged and textures are basic.
Next: tidying the landscape under the parks, Nanite for the whole world, and the remaining small parks.
Epple Road progress: the hanging formation sheets and pavement-side gap are repaired. The older west boundary wall overlapped the footway; it now sits back across the grass verge seen in the reference photo. All three track export levels preserve the original running geometry, UVs and normals. This actual aerial render shows the bare joins before adding the photographed ivy and shrubs. Final visual reviews and Unreal integration remain pending.
Epple Road in Birchington is next. This starting render has the photographed two-tier white bridge, original detailed tracks and authored road. Hanging formation sheets beside the brick wing walls, harsh masonry textures and missing immediate context still need work. I am measuring the exact source meshes before repairing those contacts, then preparing the distance models and independent reviews. Unreal integration remains pending.
Minnis Road bridge is selected after two independent visual reviews passed the revised 6/10 gate. Native bank joins are repaired; original detailed running tracks and their spacing remain intact. Roadside hedges and crest fences now frame the bridge, and the distant model retains its warning signs. Six visual meshes, dedicated road collision and reusable plant assets are packaged. The combined railway has 166 track actors and 95,222 terrain posts with no ownership conflicts. Unreal integration is pending. Epple Road is next.
Minnis Road progress: the hanging lower formation panels and the legacy strip crossing the brickwork have been removed, with fitted earth banks replacing them. Running rails, sleepers, conductor rails and upper ballast remain protected. All three corrected track exports now pass their checks. The independent image review caught a remaining gap beneath the approach formation, so that contact is being refined before this model is accepted. Unreal integration is still pending.
Minnis Road is next in the sequential railway work. This starting render already contains the replacement steel bridge, single traffic lane, footway and original detailed railway tracks. The unfinished banks have exposed formation sheets and gaps at the brickwork. These contacts are the next repair, followed by distance models and independent image reviews. The canonical Unreal map remains unchanged while the full package is completed.
Fulsam Place is selected for the railway package after two independent image reviews passed every category at 6/10 or higher. The western brick wall is exposed correctly, the artificial recess is filled, and the original detailed running tracks are retained. Three bridge/context distance models, collision geometry, eleven material variants and nine corrected track exports are prepared. Shared track and terrain checks pass. Unreal integration is pending until the full set is ready. Next: Minnis Road.
Fulsam Place progress: the large exposed gap beneath the western approach now has modelled earth support. This actual render retains the original detailed rails and sleepers. The adjacent All Saints support is shown in its correct position, with separate ownership to avoid duplicate geometry. The road, footway and railings are retained; the complete bridge and context now fit all three distance-model budgets. Final image reviews and exports are underway; this is not yet an accepted or imported asset.
Next in the sequential bridge work: Fulsam Place, beside All Saints Avenue in Margate. This actual starting-model render shows the twin skewed decks and original detailed tracks. The main repair is the exposed space below the track approaches, where the terrain needs to meet the structure. The accepted All Saints terrain next door is locked while this is corrected. Pavement, railings and distance models are also being checked before final review.
All Saints Avenue bridge model has passed two independent visual reviews at the revised 6/10 gate. The curved road, footways and bank supports are finished for this delivery, with original detailed railway tracks preserved. White fascia panels now remain visible in the distant model too. All three detail levels and the material package are exported; shared terrain checks found no conflicts. This is an actual Blender render. Unreal integration and runtime checks are still pending.
All Saints Avenue, Margate: the latest bare render shows repaired earth support beneath the original ballast at both bridge ends. Six small support meshes fit behind the measured abutments; the original rails, sleepers, road and surveyed ground are unchanged. The track exports have also passed preservation checks at all three detail levels. Photo-supported ivy and shrubs are next. This is a work-in-progress model, not yet imported into ThanetWorld.
All Saints Avenue is next in the sequential railway work. This actual Blender render shows the starting candidate: the twin decorated iron decks are present, but the road is too straight and the nearby banks need refinement. The 2011 reference photograph supports a curved approach, a shorter western wall, darker masonry and corrected sign positions. Work is beginning on those details while preserving the existing four running tracks and shared Margate track repairs.
Hengist bridge delivery is selected after two final visual reviews passed every scored category at 6/10 or higher. The authored road and pavements, original detailed railway, three distance models and eight PBR material variants are packaged. All geometry budgets and local collision checks pass; the shared track and terrain composition has no conflicts. This actual Blender render shows the selected model. Exact close-photo fidelity remains unassessed; final Unreal integration and runtime checks are pending. Next: All Saints Avenue.
Hengist bridge progress: the road, raised pavements and approach supports now form a closed model, with markings fitted to the curved surface. This actual Blender work-in-progress render shows the original detailed railway retained through the opening. The approach retaining finish is inferred; close photographic fidelity is still unassessed. Near and middle-distance geometry meet the mobile budget; the far-distance version is being reduced before final export and review.
Hengist Road bridge: the curved road and pavements now meet the repaired terrain without a green triangle crossing the lane. This is an actual Blender work-in-progress render. The original running rails and sleepers are preserved; the next checks cover road markings and the three distance models before Unreal integration.
Shallows Road is selected for the combined rail-world package after both scoped visual reviews passed 6/10. Its near, middle and far models now meet the mobile geometry budgets; walking collision matches the authored road and footways. The original detailed running tracks remain preserved. This actual render shows the 953-triangle far bridge and road context. Unphotographed details remain inferred; Unreal integration is still pending.
Shallows Road bridge: the cutting banks now meet the original detailed track, and the stray ground triangle crossing the footway has been removed. The repaired near views pass the revised visual target. The mobile distance models and collision package are still being completed; Unreal integration has not started. Actual Blender render. The survey and railway record constrain the model; its unphotographed parapet details remain inferred.
Bay View Road bridge is selected for the combined rail-world package. The concrete panels, pavement, fences and survey-based trees now share the original detailed track alignment. Both final visual reviews passed the revised 6/10 target. Three distance models, collision surfaces and seven vegetation instances are packaged. Unreal integration is still pending. Actual Blender render; the photograph comparison camera is approximate.
Domneva Road bridge: the final modelling pass is selected for the combined rail-world package. The original detailed track is preserved; brickwork, road approaches, fencing and planted banks now fit together. Both visual reviews passed the revised 6/10 target. The three distance models meet the geometry budgets, and 177 source vegetation instances are packaged. Unreal integration checks are still pending. Actual Blender render.
Work in progress at Domneva Road: the curved approach pavement, boundary fence and survey-positioned vegetation are now visible together. The detailed original tracks remain intact, with their three detail levels checked after the bank correction. This actual Blender render also makes the remaining work clear: the raised pavement edge, cutting vegetation, weathering and game collision still need refinement. Nothing has been imported into ThanetWorld yet.
Domneva Road bridge: the large pale formation sheets beside the railway have been replaced by continuous embankments fitted to the native terrain. These are actual before/after Blender renders. The detailed rails, sleepers and track UVs are preserved; 115,200 ground-coverage samples found no missing surface. Next are the photographed red-brick face, girder details and approach context. This is work in progress, below the realism acceptance gate and not yet imported into ThanetWorld.
Captured mouse look passes 33 new checks in the packaged Thanet Explorer: left/right, up/down, continuous full turns, stopping, and Esc menu release/resume. The sequence passes on foot, in gull flight, and back on foot after travel. This is an actual frame from the flight test. Fullscreen rendering and the wider release checks are next.
Thanet Explorer controls review: the launcher forces a small window, and the camera follows an uncaptured desktop pointer with edge-triggered turning. Replacing that path with captured mouse movement shared by walking and flight, native-size fullscreen, and a free pointer in the paused atlas. Next: rebuild and check mode changes, menu clicks and camera direction in the packaged game.
Thanet's packaged demo now passes two complete 18-stop coast tours, the three-town shadow checks, and the car/gull/menu/live-radio test. All four logs have zero VSM overflow or material-usage warnings. 209 compatible meshes now use Nanite, with collision and fallback geometry preserved. Tested map loads were 22–31 seconds versus the measured 89-second editor baseline (cache state varies). This is the matching Ramsgate after view; shadow warnings remain enabled.
Diagnostic backfill: the renderer identified 38 components with unusually large shadow footprints across terrain, roads and town models. The 29 compatible static meshes from that list have now been rebuilt for Nanite, with backups and fresh checks of their 318,840 fallback triangles, material bindings and collision settings. The screenshot shows the earlier warning; rendering in the rebuilt game is still being tested.
Cooked tests loaded the Thanet map in 35–41 seconds, compared with 89 seconds in the editor baseline; these are measured runs, not a controlled cold-start benchmark. Travel now waits for the normal surrounding world cells before arrival. The three-town checks passed. All 406 distant model groups were rebuilt, and 1,070 missing material settings were repaired and checked after reload. The remaining virtual-shadow warning is still under investigation with a backed-up, bounded Nanite trial.
The repeat editor-mode startup loaded the map in 89 seconds, so the earlier 609-second load was not reproduced. Instrumentation places most startup time in world streaming; navigation loads in 0.29 seconds. Fast travel exposed further blocking loads with thousands of queued packages and exceeded the test limit. Stale distant models also reference old grid cells. A cooked build and a backed-up HLOD reconciliation are the next checks.
Performance work is underway after the measured startup regression from 71-110 seconds to 609 seconds. The demo also reports Virtual Shadow Map overload from non-Nanite meshes. Startup timings, a loading screen and a controlled shadow comparison are being built; changes will be checked against real rendering, fast travel and walkable ground before acceptance.
Startup investigation: yesterday's Thanet map loaded in 71-110 seconds; today took 609 seconds. World Partition setup remains about 3 seconds, and both runs report the same mesh-wait set. Nearly all the regression is in an uninstrumented startup interval. The cause is not yet proven. Next priorities are a traced comparison and a cooked standalone demo, followed by a careful streaming audit that preserves walkable ground.
The Broadstairs harbour photo pass is installed and independently reopened in Unreal. Lower Harbour Street now joins the carpark continuously, with bays, flood-defence details, weathered retaining walls and open north-end rails. Both overlapping opaque fence layers were repaired. All 319 surface checks pass, including the accepted pier ramp and boathouse stairs. This capture shows the installed geometry; older cliffs and surrounding town models still need further work.
Photo-led Broadstairs harbour progress: the road hump and grass breaking through the approach have been replaced with a joined asphalt surface, kerbs and double-yellow lines. The car-park entrance now meets the road continuously. This Unreal candidate passes 253 surface checks plus 66 checks on the existing pier and boathouse. Sea-wall detail and the northern boundary are still under review; this roadway candidate is not yet installed.
The Old Boathouse revision is saved and checked after reopening Unreal: both stair flights and the adjoining platform pass their support checks, and the existing middle pier remains intact. New photographs supplied today corrected the kiosk, front bench, rescue boards and rear panels. The wider approach still needs work: coastal ground is breaking through the roads and the northern car park is unfinished. That connected road, wall and parking repair is now underway.
The Old Boathouse is taking shape from eleven photo references: the shopfront has moved to the telephone-box end, with clapboards, slate courses, rescue boards and the clock seen in recent views. The loading stairs are steeper, and a stepped concrete platform now meets the divider beyond their foot. This is an Unreal candidate preview; final roof joins and rear-stair ground contact are still being checked before the map is saved.
The next Broadstairs pass focuses on the white Old Boathouse at the harbour entrance. This current Unreal view shows the basic facade and simplified roof. Reference research is checking the clapboards, black trim, loading stair, rear roof and glazing, plus the stepped concrete platform joining the pier wall beside the benches. The recently corrected middle-pier geometry is saved and verified.
The Broadstairs middle-pier changes are now saved and checked after reopening the map. The black divider has a gentler west lean and beveled top; railings have flush white upper sections and black lower legs. The boat ramp ends at the paving, with a shorter toe buried in sand and four leaning dinghies. All 35 local support and boundary checks pass. This image is an Unreal diagnostic preview; full gameplay and long-session stability are still unverified.
A closer look at the Broadstairs pier reconstruction candidate: the divider now leans west, has parallel faces and a black finish, with slatted timber benches on its harbour side. The wooden ramp also has a wider landing for handling small boats. This is an Unreal preview; the steeper ramp adjustment and saved-map checks are still in progress.
Broadstairs pier: work is moving to the middle after acceptance of the seaward end. This current Unreal capture shows the missing divider wall, benches and parking layout. Dated photographs are guiding the reconstruction, including replacement of the concrete-looking beach projection with its timber ramp. Geometry and material changes are still ahead.
Broadstairs jetty repair saved and reopened in Unreal: duplicate solid barriers and overlapping coastal ground are removed locally, the original weathering shader is restored, and both harbour rail returns meet the stairs. The three stair flights are 10% taller below their fixed quay connection; their pale toe patches now sit below the waterline. All 14 collision-support probes passed. This is a native review render, not a gameplay stability test or a claim of finished photorealism.
Broadstairs jetty investigation: the brown solid panels are generated fencing laid over the detailed open rails. A separate coastal ground mesh also covers the authored quay face, creating the pale sand-coloured skin and apparent setback from the edge. The earlier harbour weathering shader survives in source, but the installed jetty uses the plain material parent. This screenshot is the current playable-world state before repair.
The missed Broadstairs Jetty cafe placeholder is now removed. This actual Unreal after view reveals the existing detailed cafe. Only its 26 placeholder triangles were removed; all 81 triangles for four neighbouring buildings retain their exact geometry, normals and texture coordinates. Fresh reopening passed, supporting collision remains at three checked points, and the import registry now prevents this footprint returning. Other coastal joins and the separate runtime crash still need work.
Broadstairs harbour diagnosis: this matched before view shows a yellow placeholder covering the detailed Jetty cafe. The earlier cleanup removed a small related footprint but missed the larger main-building ID. The prior town-cell binding was restored temporarily for this comparison; neighbouring buildings remain present.
Investigating a reported placeholder still visible around Broadstairs harbour in the playable world. Earlier cleanup removed duplicate buildings; this inspection now checks the pier, generated road surfaces and coastal structures against the installed detailed jetty. No harbour geometry has been removed yet.