---
## 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** |
