Disciplines · Proposals

Neith Todos Part2

The core game/application engine with rendering, physics, audio, and gameplay systems rivaling Unreal Engine and Unity.

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Phase 42: Neith Engine — Game & Application Engine#

The core game/application engine with rendering, physics, audio, and gameplay systems rivaling Unreal Engine and Unity.#

42.1 @neith/renderer — Real-Time Rendering Pipeline#

Industry-leading rendering with global illumination and virtualized geometry.

42.1.1 Render Graph System#

  • 42.1.1.1 Design frame graph architecture
  • 42.1.1.2 Implement automatic resource lifetime management
  • 42.1.1.3 Create render pass dependencies and ordering
  • 42.1.1.4 Implement resource aliasing and memory reuse
  • 42.1.1.5 Create async compute integration
  • 42.1.1.6 Implement transient resource allocation
  • 42.1.1.7 Create render graph compilation and optimization
  • 42.1.1.8 Implement conditional passes
  • 42.1.1.9 Create render graph debugging visualization
  • 42.1.1.10 Implement render graph serialization
  • 42.1.1.11 Create multi-view rendering (VR stereo)
  • 42.1.1.12 Implement tile-based rendering optimization
  • 42.1.1.13 Create render graph profiling
  • 42.1.1.14 Implement dynamic resolution scaling
  • 42.1.1.15 Create render graph hot-reload

42.1.2 GPU-Driven Rendering#

  • 42.1.2.1 Implement GPU culling (frustum, occlusion)
  • 42.1.2.2 Create indirect draw call system
  • 42.1.2.3 Implement GPU-driven LOD selection
  • 42.1.2.4 Create mesh cluster rendering
  • 42.1.2.5 Implement visibility buffer rendering
  • 42.1.2.6 Create GPU scene representation
  • 42.1.2.7 Implement persistent mapped buffers
  • 42.1.2.8 Create bindless resource management
  • 42.1.2.9 Implement GPU instance culling
  • 42.1.2.10 Create two-phase occlusion culling
  • 42.1.2.11 Implement Hi-Z occlusion buffer
  • 42.1.2.12 Create GPU-driven shadow culling
  • 42.1.2.13 Implement batch merging
  • 42.1.2.14 Create GPU sorting (radix sort)
  • 42.1.2.15 Implement GPU compaction

42.1.3 PBR Material System#

  • 42.1.3.1 Implement standard PBR model (metallic-roughness)
  • 42.1.3.2 Create specular-glossiness workflow
  • 42.1.3.3 Implement multi-layer materials
  • 42.1.3.4 Create subsurface scattering (SSS)
  • 42.1.3.5 Implement anisotropic materials
  • 42.1.3.6 Create clear coat materials
  • 42.1.3.7 Implement sheen for cloth
  • 42.1.3.8 Create transmission for glass
  • 42.1.3.9 Implement iridescence/thin-film
  • 42.1.3.10 Create material layering and blending
  • 42.1.3.11 Implement parallax occlusion mapping
  • 42.1.3.12 Create detail textures and tiling
  • 42.1.3.13 Implement texture bombing
  • 42.1.3.14 Create procedural texturing nodes
  • 42.1.3.15 Implement material LOD

42.1.4 Material Graph Editor#

  • 42.1.4.1 Design node-based material editor
  • 42.1.4.2 Implement material node types (math, texture, utility)
  • 42.1.4.3 Create custom function nodes
  • 42.1.4.4 Implement material compilation to shaders
  • 42.1.4.5 Create material preview rendering
  • 42.1.4.6 Implement material instancing
  • 42.1.4.7 Create material parameter collections
  • 42.1.4.8 Implement material templates
  • 42.1.4.9 Create material versioning
  • 42.1.4.10 Implement material debugging
  • 42.1.4.11 Create shader variant compilation
  • 42.1.4.12 Implement shader permutation management
  • 42.1.4.13 Create material documentation generation
  • 42.1.4.14 Implement material validation
  • 42.1.4.15 Create material import/export

42.1.5 Global Illumination#

  • 42.1.5.1 Implement screen-space global illumination (SSGI)
  • 42.1.5.2 Create signed distance field (SDF) scene
  • 42.1.5.3 Implement SDF ray tracing
  • 42.1.5.4 Create surface cache for radiance
  • 42.1.5.5 Implement infinite diffuse bounces
  • 42.1.5.6 Create radiance cache with temporal stability
  • 42.1.5.7 Implement probe-based GI fallback
  • 42.1.5.8 Create irradiance volumes
  • 42.1.5.9 Implement light probe placement
  • 42.1.5.10 Create reflection probes
  • 42.1.5.11 Implement planar reflections
  • 42.1.5.12 Create screen-space reflections (SSR)
  • 42.1.5.13 Implement hardware ray tracing GI (RTX)
  • 42.1.5.14 Create hybrid software/hardware GI
  • 42.1.5.15 Implement GI baking for mobile

42.1.6 Shadow System#

  • 42.1.6.1 Implement cascaded shadow maps (CSM)
  • 42.1.6.2 Create virtual shadow maps (VSM)
  • 42.1.6.3 Implement shadow caching
  • 42.1.6.4 Create per-object shadows
  • 42.1.6.5 Implement contact hardening shadows (PCSS)
  • 42.1.6.6 Create ray-traced shadows
  • 42.1.6.7 Implement area light shadows
  • 42.1.6.8 Create shadow bias and normal offset
  • 42.1.6.9 Implement shadow filtering (PCF, PCSS)
  • 42.1.6.10 Create translucent shadows
  • 42.1.6.11 Implement colored shadows
  • 42.1.6.12 Create shadow LOD
  • 42.1.6.13 Implement shadow culling
  • 42.1.6.14 Create shadow debugging
  • 42.1.6.15 Implement shadow rendering optimization

42.1.7 Lighting System#

  • 42.1.7.1 Implement directional lights with atmosphere
  • 42.1.7.2 Create point lights with attenuation
  • 42.1.7.3 Implement spot lights with cookies
  • 42.1.7.4 Create area lights (rect, disc, sphere)
  • 42.1.7.5 Implement IES light profiles
  • 42.1.7.6 Create emissive materials as lights
  • 42.1.7.7 Implement light functions (animated lights)
  • 42.1.7.8 Create clustered forward rendering
  • 42.1.7.9 Implement deferred rendering path
  • 42.1.7.10 Create visibility buffer shading
  • 42.1.7.11 Implement light prioritization
  • 42.1.7.12 Create light baking
  • 42.1.7.13 Implement volumetric lighting
  • 42.1.7.14 Create god rays
  • 42.1.7.15 Implement light debugging

42.1.8 Virtualized Geometry (Nanite-class)#

  • 42.1.8.1 Implement mesh clustering algorithm
  • 42.1.8.2 Create hierarchical LOD generation
  • 42.1.8.3 Implement cluster culling
  • 42.1.8.4 Create software rasterizer for small triangles
  • 42.1.8.5 Implement hardware rasterizer path
  • 42.1.8.6 Create visibility buffer
  • 42.1.8.7 Implement deferred material evaluation
  • 42.1.8.8 Create streaming from disk
  • 42.1.8.9 Implement GPU-resident geometry
  • 42.1.8.10 Create mesh compression
  • 42.1.8.11 Implement predictive loading
  • 42.1.8.12 Create impostor fallback
  • 42.1.8.13 Implement displacement mapping
  • 42.1.8.14 Create tessellation integration
  • 42.1.8.15 Implement virtualized geometry debugging

42.1.9 Post-Processing#

  • 42.1.9.1 Implement tone mapping (ACES, filmic, custom)
  • 42.1.9.2 Create color grading with LUTs
  • 42.1.9.3 Implement bloom with energy conservation
  • 42.1.9.4 Create depth of field (bokeh, Gaussian)
  • 42.1.9.5 Implement motion blur (camera, per-object)
  • 42.1.9.6 Create chromatic aberration
  • 42.1.9.7 Implement lens distortion
  • 42.1.9.8 Create film grain
  • 42.1.9.9 Implement vignette
  • 42.1.9.10 Create sharpen filters
  • 42.1.9.11 Implement anti-aliasing (TAA, FXAA, SMAA)
  • 42.1.9.12 Create upscaling (FSR, custom)
  • 42.1.9.13 Implement SSAO (GTAO, HBAO)
  • 42.1.9.14 Create auto-exposure
  • 42.1.9.15 Implement post-process volumes

42.1.10 Atmospheric Rendering#

  • 42.1.10.1 Implement physical sky model
  • 42.1.10.2 Create Rayleigh and Mie scattering
  • 42.1.10.3 Implement sun disk rendering
  • 42.1.10.4 Create moon and celestial bodies
  • 42.1.10.5 Implement star field
  • 42.1.10.6 Create procedural clouds (volumetric)
  • 42.1.10.7 Implement cloud shadows
  • 42.1.10.8 Create fog (height, distance, volumetric)
  • 42.1.10.9 Implement underwater rendering
  • 42.1.10.10 Create atmospheric LUT precomputation
  • 42.1.10.11 Implement time-of-day system
  • 42.1.10.12 Create weather effects integration
  • 42.1.10.13 Implement aerial perspective
  • 42.1.10.14 Create sky capture for reflections
  • 42.1.10.15 Implement procedural aurora

42.2 @neith/physics — Multi-Physics Simulation#

Comprehensive physics supporting rigid bodies, soft bodies, fluids, and destruction.

42.2.1 Rigid Body Dynamics#

  • 42.2.1.1 Implement broadphase collision detection (SAP, BVH)
  • 42.2.1.2 Create narrowphase collision (GJK, EPA)
  • 42.2.1.3 Implement collision shapes (box, sphere, capsule, convex, mesh)
  • 42.2.1.4 Create compound collision shapes
  • 42.2.1.5 Implement collision filtering (layers, groups)
  • 42.2.1.6 Create physics materials (friction, restitution)
  • 42.2.1.7 Implement contact point generation
  • 42.2.1.8 Create contact manifold caching
  • 42.2.1.9 Implement constraint solver (sequential impulse)
  • 42.2.1.10 Create joint types (fixed, hinge, slider, ball, spring)
  • 42.2.1.11 Implement motor constraints
  • 42.2.1.12 Create breakable constraints
  • 42.2.1.13 Implement sleeping/waking
  • 42.2.1.14 Create continuous collision detection (CCD)
  • 42.2.1.15 Implement physics interpolation

42.2.2 Character Physics#

  • 42.2.2.1 Implement capsule character controller
  • 42.2.2.2 Create ground detection and snapping
  • 42.2.2.3 Implement slope handling
  • 42.2.2.4 Create step climbing
  • 42.2.2.5 Implement ledge grabbing detection
  • 42.2.2.6 Create swimming/floating
  • 42.2.2.7 Implement ladder climbing
  • 42.2.2.8 Create wall running/climbing
  • 42.2.2.9 Implement character-character collision
  • 42.2.2.10 Create pushback and depenetration
  • 42.2.2.11 Implement crouching and prone
  • 42.2.2.12 Create platform riding
  • 42.2.2.13 Implement variable gravity
  • 42.2.2.14 Create jetpack/flying
  • 42.2.2.15 Implement grappling hook physics

42.2.3 Vehicle Physics#

  • 42.2.3.1 Implement wheeled vehicle simulation
  • 42.2.3.2 Create tire friction model (Pacejka-style)
  • 42.2.3.3 Implement suspension (spring-damper)
  • 42.2.3.4 Create differential types (open, limited slip, locked)
  • 42.2.3.5 Implement engine simulation (torque curves)
  • 42.2.3.6 Create transmission (manual, automatic)
  • 42.2.3.7 Implement braking (ABS, handbrake)
  • 42.2.3.8 Create aerodynamics (drag, downforce)
  • 42.2.3.9 Implement tracked vehicles
  • 42.2.3.10 Create hover vehicles
  • 42.2.3.11 Implement boats/watercraft
  • 42.2.3.12 Create aircraft physics
  • 42.2.3.13 Implement spacecraft physics
  • 42.2.3.14 Create motorcycle/bike physics
  • 42.2.3.15 Implement vehicle damage

42.2.4 Ragdoll Physics#

  • 42.2.4.1 Implement ragdoll skeleton setup
  • 42.2.4.2 Create bone collision shapes
  • 42.2.4.3 Implement joint limits
  • 42.2.4.4 Create powered ragdoll (active ragdoll)
  • 42.2.4.5 Implement ragdoll blending with animation
  • 42.2.4.6 Create partial ragdoll (upper/lower body)
  • 42.2.4.7 Implement hit reactions
  • 42.2.4.8 Create death poses
  • 42.2.4.9 Implement ragdoll getting up
  • 42.2.4.10 Create ragdoll dragging
  • 42.2.4.11 Implement ragdoll throwing
  • 42.2.4.12 Create ragdoll stability
  • 42.2.4.13 Implement ragdoll LOD
  • 42.2.4.14 Create ragdoll pooling
  • 42.2.4.15 Implement ragdoll debugging

42.2.5 Cloth Simulation#

  • 42.2.5.1 Implement mass-spring cloth
  • 42.2.5.2 Create position-based dynamics (PBD) cloth
  • 42.2.5.3 Implement GPU cloth simulation
  • 42.2.5.4 Create cloth collision with world
  • 42.2.5.5 Implement cloth self-collision
  • 42.2.5.6 Create cloth-character collision
  • 42.2.5.7 Implement cloth tearing
  • 42.2.5.8 Create cloth wind interaction
  • 42.2.5.9 Implement cloth wetness
  • 42.2.5.10 Create cloth LOD
  • 42.2.5.11 Implement cloth painting (constraints)
  • 42.2.5.12 Create backstop constraints
  • 42.2.5.13 Implement distance constraints
  • 42.2.5.14 Create bending constraints
  • 42.2.5.15 Implement cloth debugging

42.2.6 Soft Body Physics#

  • 42.2.6.1 Implement tetrahedral mesh soft bodies
  • 42.2.6.2 Create volume preservation
  • 42.2.6.3 Implement pressure simulation
  • 42.2.6.4 Create soft body collision
  • 42.2.6.5 Implement soft body cutting
  • 42.2.6.6 Create muscle simulation
  • 42.2.6.7 Implement fat jiggle physics
  • 42.2.6.8 Create breast/body physics
  • 42.2.6.9 Implement inflatable objects
  • 42.2.6.10 Create soft body attachments
  • 42.2.6.11 Implement soft body LOD
  • 42.2.6.12 Create GPU soft body
  • 42.2.6.13 Implement rope/cable physics
  • 42.2.6.14 Create chain physics
  • 42.2.6.15 Implement rubber/elastic materials

42.2.7 Fluid Simulation#

  • 42.2.7.1 Implement SPH (Smoothed Particle Hydrodynamics)
  • 42.2.7.2 Create FLIP/APIC fluid
  • 42.2.7.3 Implement GPU fluid simulation
  • 42.2.7.4 Create fluid-rigid body interaction
  • 42.2.7.5 Implement fluid surface reconstruction
  • 42.2.7.6 Create foam and spray particles
  • 42.2.7.7 Implement bubbles
  • 42.2.7.8 Create viscosity (honey, mud, lava)
  • 42.2.7.9 Implement fluid emission and absorption
  • 42.2.7.10 Create fluid containers
  • 42.2.7.11 Implement multiphase fluids (oil/water)
  • 42.2.7.12 Create surface tension
  • 42.2.7.13 Implement fluid caching
  • 42.2.7.14 Create fluid LOD
  • 42.2.7.15 Implement fluid rendering (refraction, caustics)

42.2.8 Destruction System#

  • 42.2.8.1 Implement Voronoi fracture generation
  • 42.2.8.2 Create artist-guided destruction patterns
  • 42.2.8.3 Implement real-time fracture
  • 42.2.8.4 Create pre-fractured meshes
  • 42.2.8.5 Implement damage accumulation
  • 42.2.8.6 Create structural integrity simulation
  • 42.2.8.7 Implement progressive collapse
  • 42.2.8.8 Create debris generation
  • 42.2.8.9 Implement dust and particle effects
  • 42.2.8.10 Create destruction sound integration
  • 42.2.8.11 Implement destruction networking
  • 42.2.8.12 Create destruction save/load
  • 42.2.8.13 Implement destruction repair
  • 42.2.8.14 Create destruction LOD
  • 42.2.8.15 Implement destruction performance budget

42.3 @neith/audio — Spatial Audio Engine#

Complete audio system with HRTF, room acoustics, and procedural audio.

42.3.1 Audio Core#

  • 42.3.1.1 Implement audio mixer with routing
  • 42.3.1.2 Create audio bus system
  • 42.3.1.3 Implement audio format conversion
  • 42.3.1.4 Create audio resampling
  • 42.3.1.5 Implement audio playback (one-shot, looping)
  • 42.3.1.6 Create audio streaming from disk
  • 42.3.1.7 Implement audio compression (Vorbis, Opus)
  • 42.3.1.8 Create audio pooling
  • 42.3.1.9 Implement audio priority and virtualization
  • 42.3.1.10 Create audio ducking
  • 42.3.1.11 Implement audio fading
  • 42.3.1.12 Create audio snapshots
  • 42.3.1.13 Implement audio parameter automation
  • 42.3.1.14 Create audio event system
  • 42.3.1.15 Implement audio profiling

42.3.2 Spatial Audio#

  • 42.3.2.1 Implement HRTF (Head-Related Transfer Function)
  • 42.3.2.2 Create personalized HRTF from ear photos
  • 42.3.2.3 Implement ambisonics (1st-3rd order)
  • 42.3.2.4 Create binaural rendering
  • 42.3.2.5 Implement distance attenuation models
  • 42.3.2.6 Create Doppler effect
  • 42.3.2.7 Implement sound occlusion
  • 42.3.2.8 Create sound obstruction
  • 42.3.2.9 Implement sound portals
  • 42.3.2.10 Create sound propagation
  • 42.3.2.11 Implement head tracking integration
  • 42.3.2.12 Create listener focus modeling
  • 42.3.2.13 Implement multi-listener support
  • 42.3.2.14 Create spatial audio debugging
  • 42.3.2.15 Implement spatial audio profiling

42.3.3 Room Acoustics#

  • 42.3.3.1 Implement real-time reverb
  • 42.3.3.2 Create early reflections (ray-traced)
  • 42.3.3.3 Implement late reverberation
  • 42.3.3.4 Create material absorption coefficients
  • 42.3.3.5 Implement room geometry analysis
  • 42.3.3.6 Create acoustic probe baking
  • 42.3.3.7 Implement dynamic acoustic updates
  • 42.3.3.8 Create acoustic zone blending
  • 42.3.3.9 Implement outdoor acoustics
  • 42.3.3.10 Create underwater acoustics
  • 42.3.3.11 Implement cave acoustics
  • 42.3.3.12 Create stadium acoustics
  • 42.3.3.13 Implement vehicle interior acoustics
  • 42.3.3.14 Create acoustic simulation debugging
  • 42.3.3.15 Implement acoustic presets

42.3.4 DSP Effects#

  • 42.3.4.1 Implement EQ (parametric, graphic)
  • 42.3.4.2 Create compressor/limiter
  • 42.3.4.3 Implement reverb (algorithmic, convolution)
  • 42.3.4.4 Create delay (simple, ping-pong, tape)
  • 42.3.4.5 Implement chorus/flanger/phaser
  • 42.3.4.6 Create distortion/saturation
  • 42.3.4.7 Implement pitch shifting
  • 42.3.4.8 Create time stretching
  • 42.3.4.9 Implement filter (low-pass, high-pass, band-pass)
  • 42.3.4.10 Create vocoder
  • 42.3.4.11 Implement noise gate
  • 42.3.4.12 Create tremolo/vibrato
  • 42.3.4.13 Implement ring modulation
  • 42.3.4.14 Create bitcrusher
  • 42.3.4.15 Implement custom effect graph

42.3.5 Procedural Audio#

  • 42.3.5.1 Implement granular synthesis
  • 42.3.5.2 Create physics-driven sound
  • 42.3.5.3 Implement impact sounds
  • 42.3.5.4 Create rolling/sliding sounds
  • 42.3.5.5 Implement wind sounds
  • 42.3.5.6 Create water sounds
  • 42.3.5.7 Implement fire sounds
  • 42.3.5.8 Create footstep system
  • 42.3.5.9 Implement vehicle engine synthesis
  • 42.3.5.10 Create weapon sounds
  • 42.3.5.11 Implement ambient soundscapes
  • 42.3.5.12 Create creature vocalizations
  • 42.3.5.13 Implement instrument simulation
  • 42.3.5.14 Create UI sounds
  • 42.3.5.15 Implement audio-reactive visuals

42.3.6 Music System#

  • 42.3.6.1 Implement adaptive music system
  • 42.3.6.2 Create horizontal re-sequencing
  • 42.3.6.3 Implement vertical layering
  • 42.3.6.4 Create musical transitions
  • 42.3.6.5 Implement beat-synchronized events
  • 42.3.6.6 Create tempo detection
  • 42.3.6.7 Implement key detection
  • 42.3.6.8 Create music stingers
  • 42.3.6.9 Implement music playlists
  • 42.3.6.10 Create music intensity curves
  • 42.3.6.11 Implement combat music system
  • 42.3.6.12 Create exploration music system
  • 42.3.6.13 Implement menu music handling
  • 42.3.6.14 Create music memory management
  • 42.3.6.15 Implement music debugging

42.4 @neith/ecs — Entity Component System#

High-performance ECS architecture for game logic.

42.4.1 ECS Core#

  • 42.4.1.1 Implement archetype-based storage
  • 42.4.1.2 Create entity ID generation (generational)
  • 42.4.1.3 Implement component registration
  • 42.4.1.4 Create sparse set storage option
  • 42.4.1.5 Implement component addition/removal
  • 42.4.1.6 Create entity creation/destruction
  • 42.4.1.7 Implement component iteration (query)
  • 42.4.1.8 Create change detection
  • 42.4.1.9 Implement component relations
  • 42.4.1.10 Create entity hierarchy (parent/child)
  • 42.4.1.11 Implement entity prefabs
  • 42.4.1.12 Create entity serialization
  • 42.4.1.13 Implement entity cloning
  • 42.4.1.14 Create entity debugging
  • 42.4.1.15 Implement ECS benchmarks

42.4.2 Query System#

  • 42.4.2.1 Implement component queries
  • 42.4.2.2 Create query filtering (with, without, changed)
  • 42.4.2.3 Implement query caching
  • 42.4.2.4 Create parallel query iteration
  • 42.4.2.5 Implement query batching
  • 42.4.2.6 Create optional component access
  • 42.4.2.7 Implement relation queries
  • 42.4.2.8 Create singleton queries
  • 42.4.2.9 Implement query combinators
  • 42.4.2.10 Create query statistics
  • 42.4.2.11 Implement query debugging
  • 42.4.2.12 Create query validation
  • 42.4.2.13 Implement reactive queries
  • 42.4.2.14 Create query optimization
  • 42.4.2.15 Implement query serialization

42.4.3 System Scheduling#

  • 42.4.3.1 Implement system registration
  • 42.4.3.2 Create system ordering (before, after)
  • 42.4.3.3 Implement system sets/stages
  • 42.4.3.4 Create parallel system execution
  • 42.4.3.5 Implement system conditions
  • 42.4.3.6 Create run criteria
  • 42.4.3.7 Implement exclusive systems
  • 42.4.3.8 Create system parameters
  • 42.4.3.9 Implement system local state
  • 42.4.3.10 Create system profiling
  • 42.4.3.11 Implement system debugging
  • 42.4.3.12 Create system hot-reload
  • 42.4.3.13 Implement system visualization
  • 42.4.3.14 Create system documentation
  • 42.4.3.15 Implement system validation

42.4.4 Resources & Events#

  • 42.4.4.1 Implement global resources
  • 42.4.4.2 Create resource initialization
  • 42.4.4.3 Implement resource access patterns
  • 42.4.4.4 Create resource change detection
  • 42.4.4.5 Implement event sending
  • 42.4.4.6 Create event reading
  • 42.4.4.7 Implement event ordering
  • 42.4.4.8 Create event batching
  • 42.4.4.9 Implement event debugging
  • 42.4.4.10 Create command buffers
  • 42.4.4.11 Implement deferred operations
  • 42.4.4.12 Create command batching
  • 42.4.4.13 Implement command ordering
  • 42.4.4.14 Create command debugging
  • 42.4.4.15 Implement command validation

42.5 @neith/scripting — Scripting Integration#

Multi-language scripting for game logic.

42.5.1 Lua Integration#

  • 42.5.1.1 Implement Lua VM embedding (mlua)
  • 42.5.1.2 Create Rust-Lua type marshaling
  • 42.5.1.3 Implement function binding
  • 42.5.1.4 Create userdata for complex types
  • 42.5.1.5 Implement metatables for OOP
  • 42.5.1.6 Create coroutine support
  • 42.5.1.7 Implement module system
  • 42.5.1.8 Create sandboxing
  • 42.5.1.9 Implement memory limits
  • 42.5.1.10 Create instruction limits
  • 42.5.1.11 Implement hot-reload
  • 42.5.1.12 Create debugging support
  • 42.5.1.13 Implement profiling
  • 42.5.1.14 Create autocomplete data
  • 42.5.1.15 Implement Lua test framework

42.5.2 WASM Integration#

  • 42.5.2.1 Implement WASM runtime (wasmtime)
  • 42.5.2.2 Create host function bindings
  • 42.5.2.3 Implement memory management
  • 42.5.2.4 Create resource limits
  • 42.5.2.5 Implement WASI support
  • 42.5.2.6 Create component model support
  • 42.5.2.7 Implement async WASM
  • 42.5.2.8 Create WASM compilation caching
  • 42.5.2.9 Implement WASM hot-reload
  • 42.5.2.10 Create WASM debugging
  • 42.5.2.11 Implement WASM profiling
  • 42.5.2.12 Create multi-language support (Rust, C, AssemblyScript)
  • 42.5.2.13 Implement WASM plugin discovery
  • 42.5.2.14 Create WASM versioning
  • 42.5.2.15 Implement WASM sandboxing

42.5.3 Visual Scripting#

  • 42.5.3.1 Design visual scripting node system
  • 42.5.3.2 Implement node types (flow, data, event)
  • 42.5.3.3 Create node connections
  • 42.5.3.4 Implement node execution
  • 42.5.3.5 Create variable nodes
  • 42.5.3.6 Implement function nodes
  • 42.5.3.7 Create event nodes
  • 42.5.3.8 Implement flow control (if, loop, sequence)
  • 42.5.3.9 Create math nodes
  • 42.5.3.10 Implement ECS integration nodes
  • 42.5.3.11 Create visual script compilation
  • 42.5.3.12 Implement visual script debugging
  • 42.5.3.13 Create visual script profiling
  • 42.5.3.14 Implement visual script versioning
  • 42.5.3.15 Create visual script templates

42.6 @neith/animation — Animation System#

Skeletal animation, blending, and procedural animation.

42.6.1 Skeletal Animation#

  • 42.6.1.1 Implement skeleton data structure
  • 42.6.1.2 Create animation clip storage
  • 42.6.1.3 Implement animation sampling
  • 42.6.1.4 Create pose blending
  • 42.6.1.5 Implement additive blending
  • 42.6.1.6 Create animation layers
  • 42.6.1.7 Implement masked animation
  • 42.6.1.8 Create animation compression
  • 42.6.1.9 Implement animation streaming
  • 42.6.1.10 Create animation events/notifies
  • 42.6.1.11 Implement root motion
  • 42.6.1.12 Create animation curves
  • 42.6.1.13 Implement animation mirroring
  • 42.6.1.14 Create animation LOD
  • 42.6.1.15 Implement animation debugging

42.6.2 Animation State Machine#

  • 42.6.2.1 Implement state machine graph
  • 42.6.2.2 Create state transitions
  • 42.6.2.3 Implement transition conditions
  • 42.6.2.4 Create blend trees
  • 42.6.2.5 Implement 1D blend spaces
  • 42.6.2.6 Create 2D blend spaces
  • 42.6.2.7 Implement state machine layers
  • 42.6.2.8 Create sub-state machines
  • 42.6.2.9 Implement state entry/exit events
  • 42.6.2.10 Create transition interruption
  • 42.6.2.11 Implement state machine debugging
  • 42.6.2.12 Create state machine profiling
  • 42.6.2.13 Implement state machine serialization
  • 42.6.2.14 Create state machine hot-reload
  • 42.6.2.15 Implement state machine templates

42.6.3 Inverse Kinematics#

  • 42.6.3.1 Implement FABRIK solver
  • 42.6.3.2 Create CCD (Cyclic Coordinate Descent) solver
  • 42.6.3.3 Implement two-bone IK
  • 42.6.3.4 Create full-body IK
  • 42.6.3.5 Implement look-at IK
  • 42.6.3.6 Create aim IK
  • 42.6.3.7 Implement foot IK (ground adaptation)
  • 42.6.3.8 Create hand IK
  • 42.6.3.9 Implement IK constraints (limits, poles)
  • 42.6.3.10 Create IK blending
  • 42.6.3.11 Implement IK targets
  • 42.6.3.12 Create IK debugging
  • 42.6.3.13 Implement IK profiling
  • 42.6.3.14 Create IK presets
  • 42.6.3.15 Implement physics-based IK

42.6.4 Procedural Animation#

  • 42.6.4.1 Implement procedural walk cycle
  • 42.6.4.2 Create procedural idle motion
  • 42.6.4.3 Implement procedural breathing
  • 42.6.4.4 Create procedural eye movement
  • 42.6.4.5 Implement procedural head tracking
  • 42.6.4.6 Create procedural tail/tentacle
  • 42.6.4.7 Implement procedural wing flapping
  • 42.6.4.8 Create procedural spider/insect legs
  • 42.6.4.9 Implement secondary motion (jiggle)
  • 42.6.4.10 Create spring bones (hair, cloth)
  • 42.6.4.11 Implement motion matching
  • 42.6.4.12 Create pose warping
  • 42.6.4.13 Implement trajectory matching
  • 42.6.4.14 Create animation blending with physics
  • 42.6.4.15 Implement locomotion system

42.6.5 Facial Animation#

  • 42.6.5.1 Implement blend shape system
  • 42.6.5.2 Create facial rig
  • 42.6.5.3 Implement ARKit blend shapes
  • 42.6.5.4 Create viseme-based lip sync
  • 42.6.5.5 Implement audio-driven lip sync
  • 42.6.5.6 Create AI-driven lip sync
  • 42.6.5.7 Implement facial action coding system (FACS)
  • 42.6.5.8 Create emotion presets
  • 42.6.5.9 Implement eye gaze
  • 42.6.5.10 Create blink system
  • 42.6.5.11 Implement micro-expressions
  • 42.6.5.12 Create facial performance capture
  • 42.6.5.13 Implement facial animation retargeting
  • 42.6.5.14 Create facial LOD
  • 42.6.5.15 Implement facial debugging

Phase 42 Summary — Neith Engine#

Library Section Tasks
@neith/renderer 42.1 150
@neith/physics 42.2 120
@neith/audio 42.3 90
@neith/ecs 42.4 60
@neith/scripting 42.5 45
@neith/animation 42.6 75
Phase 42 Total 540