Disciplines · Proposals

Neith Todos Part3

AI runtime for game NPCs and inference, plus comprehensive asset pipeline.

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Phase 43: Neith Engine — AI Runtime & Asset Pipeline#

AI runtime for game NPCs and inference, plus comprehensive asset pipeline.#

43.1 @neith/ai-runtime — Game AI & Inference#

AI systems for NPCs, behavior, and ML inference.

43.1.1 Navigation System#

  • 43.1.1.1 Implement navmesh generation
  • 43.1.1.2 Create navmesh editing tools
  • 43.1.1.3 Implement A* pathfinding
  • 43.1.1.4 Create hierarchical pathfinding (HPA*)
  • 43.1.1.5 Implement flow field pathfinding
  • 43.1.1.6 Create dynamic navmesh updates
  • 43.1.1.7 Implement navmesh obstacles
  • 43.1.1.8 Create off-mesh links (jumps, ladders)
  • 43.1.1.9 Implement navmesh areas (water, grass, road)
  • 43.1.1.10 Create path smoothing
  • 43.1.1.11 Implement path corridors
  • 43.1.1.12 Create steering behaviors
  • 43.1.1.13 Implement local avoidance (RVO)
  • 43.1.1.14 Create navmesh queries (raycast, nearest point)
  • 43.1.1.15 Implement navmesh debugging

43.1.2 Behavior Trees#

  • 43.1.2.1 Implement behavior tree nodes (composite, decorator, leaf)
  • 43.1.2.2 Create selector nodes (fallback)
  • 43.1.2.3 Implement sequence nodes
  • 43.1.2.4 Create parallel nodes
  • 43.1.2.5 Implement decorator nodes (inverter, repeater, etc.)
  • 43.1.2.6 Create condition nodes
  • 43.1.2.7 Implement action nodes
  • 43.1.2.8 Create subtree references
  • 43.1.2.9 Implement blackboard system
  • 43.1.2.10 Create behavior tree editor
  • 43.1.2.11 Implement behavior tree debugging
  • 43.1.2.12 Create behavior tree profiling
  • 43.1.2.13 Implement behavior tree serialization
  • 43.1.2.14 Create behavior tree templates
  • 43.1.2.15 Implement utility AI integration

43.1.3 State Machines (AI)#

  • 43.1.3.1 Implement hierarchical state machine
  • 43.1.3.2 Create state transitions
  • 43.1.3.3 Implement transition conditions
  • 43.1.3.4 Create global transitions
  • 43.1.3.5 Implement state entry/exit actions
  • 43.1.3.6 Create state update actions
  • 43.1.3.7 Implement state machine layers
  • 43.1.3.8 Create state machine editor
  • 43.1.3.9 Implement state machine debugging
  • 43.1.3.10 Create state machine profiling
  • 43.1.3.11 Implement state machine serialization
  • 43.1.3.12 Create pushdown automata support
  • 43.1.3.13 Implement state machine history
  • 43.1.3.14 Create state machine events
  • 43.1.3.15 Implement state machine templates

43.1.4 Perception System#

  • 43.1.4.1 Implement sight perception
  • 43.1.4.2 Create hearing perception
  • 43.1.4.3 Implement touch/damage perception
  • 43.1.4.4 Create smell perception
  • 43.1.4.5 Implement perception sources
  • 43.1.4.6 Create perception stimuli
  • 43.1.4.7 Implement perception memory
  • 43.1.4.8 Create perception aging/decay
  • 43.1.4.9 Implement perception queries
  • 43.1.4.10 Create perception debugging
  • 43.1.4.11 Implement line of sight checks
  • 43.1.4.12 Create field of view visualization
  • 43.1.4.13 Implement stealth mechanics integration
  • 43.1.4.14 Create perception events
  • 43.1.4.15 Implement perception optimization

43.1.5 Crowd Simulation#

  • 43.1.5.1 Implement crowd agent system
  • 43.1.5.2 Create crowd density management
  • 43.1.5.3 Implement crowd flow fields
  • 43.1.5.4 Create crowd lane formation
  • 43.1.5.5 Implement crowd obstacle avoidance
  • 43.1.5.6 Create crowd behavior variety
  • 43.1.5.7 Implement crowd schedules
  • 43.1.5.8 Create crowd interest points
  • 43.1.5.9 Implement crowd reactions
  • 43.1.5.10 Create crowd LOD
  • 43.1.5.11 Implement crowd GPU simulation
  • 43.1.5.12 Create crowd animation instancing
  • 43.1.5.13 Implement crowd sound
  • 43.1.5.14 Create crowd debugging
  • 43.1.5.15 Implement crowd profiling

43.1.6 ML Inference Runtime#

  • 43.1.6.1 Implement ONNX runtime integration
  • 43.1.6.2 Create model loading and caching
  • 43.1.6.3 Implement batched inference
  • 43.1.6.4 Create GPU inference (DirectML, CoreML, CUDA)
  • 43.1.6.5 Implement model quantization
  • 43.1.6.6 Create inference scheduling
  • 43.1.6.7 Implement inference memory management
  • 43.1.6.8 Create inference profiling
  • 43.1.6.9 Implement model versioning
  • 43.1.6.10 Create inference debugging
  • 43.1.6.11 Implement custom operators
  • 43.1.6.12 Create inference caching (memoization)
  • 43.1.6.13 Implement model ensemble
  • 43.1.6.14 Create fallback strategies
  • 43.1.6.15 Implement inference benchmarks

43.2 @neith/assets — Asset Pipeline#

Comprehensive asset management, import, and streaming.

43.2.1 Asset Format#

  • 43.2.1.1 Design Neith Binary Asset format (.nba)
  • 43.2.1.2 Implement asset header with metadata
  • 43.2.1.3 Create asset content chunks
  • 43.2.1.4 Implement asset dependencies tracking
  • 43.2.1.5 Create asset versioning
  • 43.2.1.6 Implement asset compression
  • 43.2.1.7 Create asset encryption
  • 43.2.1.8 Implement asset signatures
  • 43.2.1.9 Create asset streaming markers
  • 43.2.1.10 Implement asset LOD levels
  • 43.2.1.11 Create asset variants (platform-specific)
  • 43.2.1.12 Implement asset localization
  • 43.2.1.13 Create asset preview thumbnails
  • 43.2.1.14 Implement asset search index
  • 43.2.1.15 Create asset documentation

43.2.2 Asset Import#

  • 43.2.2.1 Implement glTF 2.0 importer (full spec)
  • 43.2.2.2 Create USD importer
  • 43.2.2.3 Implement FBX importer
  • 43.2.2.4 Create OBJ importer
  • 43.2.2.5 Implement Alembic importer
  • 43.2.2.6 Create Collada importer
  • 43.2.2.7 Implement Blender file importer
  • 43.2.2.8 Create image importers (PNG, JPEG, EXR, HDR, TGA, PSD)
  • 43.2.2.9 Implement audio importers (WAV, MP3, OGG, FLAC)
  • 43.2.2.10 Create video importers (MP4, WebM)
  • 43.2.2.11 Implement font importers (TTF, OTF, WOFF2)
  • 43.2.2.12 Create material importers (Substance, MaterialX)
  • 43.2.2.13 Implement skeletal animation importers
  • 43.2.2.14 Create morph target importers
  • 43.2.2.15 Implement custom importer API

43.2.3 Asset Processing#

  • 43.2.3.1 Implement mesh optimization (simplification, cleanup)
  • 43.2.3.2 Create mesh LOD generation
  • 43.2.3.3 Implement mesh compression
  • 43.2.3.4 Create texture compression (BC, ASTC, ETC2)
  • 43.2.3.5 Implement texture mipmap generation
  • 43.2.3.6 Create texture atlasing
  • 43.2.3.7 Implement normal map generation
  • 43.2.3.8 Create lightmap UV generation
  • 43.2.3.9 Implement collision mesh generation
  • 43.2.3.10 Create navmesh generation
  • 43.2.3.11 Implement skeleton retargeting
  • 43.2.3.12 Create animation compression
  • 43.2.3.13 Implement audio transcoding
  • 43.2.3.14 Create asset validation
  • 43.2.3.15 Implement asset optimization reports

43.2.4 Asset Streaming#

  • 43.2.4.1 Implement asset streaming manager
  • 43.2.4.2 Create priority-based loading
  • 43.2.4.3 Implement distance-based streaming
  • 43.2.4.4 Create predictive loading
  • 43.2.4.5 Implement background loading threads
  • 43.2.4.6 Create memory budget management
  • 43.2.4.7 Implement asset unloading policies
  • 43.2.4.8 Create streaming LOD transitions
  • 43.2.4.9 Implement streaming from network
  • 43.2.4.10 Create streaming compression
  • 43.2.4.11 Implement streaming debugging
  • 43.2.4.12 Create streaming profiling
  • 43.2.4.13 Implement streaming simulation
  • 43.2.4.14 Create streaming presets
  • 43.2.4.15 Implement streaming analytics

43.2.5 Asset Registry#

  • 43.2.5.1 Implement asset database
  • 43.2.5.2 Create asset discovery and scanning
  • 43.2.5.3 Implement asset change detection
  • 43.2.5.4 Create asset dependencies graph
  • 43.2.5.5 Implement asset reference tracking
  • 43.2.5.6 Create asset search and filtering
  • 43.2.5.7 Implement asset tagging and metadata
  • 43.2.5.8 Create asset bundles
  • 43.2.5.9 Implement asset hot-reload
  • 43.2.5.10 Create asset browser UI
  • 43.2.5.11 Implement asset preview generation
  • 43.2.5.12 Create asset import presets
  • 43.2.5.13 Implement asset export
  • 43.2.5.14 Create asset backup and restore
  • 43.2.5.15 Implement asset analytics

43.3 @neith/scene — Scene Management#

Scene graph, level streaming, and world composition.

43.3.1 Scene Graph#

  • 43.3.1.1 Implement scene node hierarchy
  • 43.3.1.2 Create transform propagation
  • 43.3.1.3 Implement scene node types
  • 43.3.1.4 Create scene serialization
  • 43.3.1.5 Implement scene instantiation
  • 43.3.1.6 Create scene merging
  • 43.3.1.7 Implement scene diffing
  • 43.3.1.8 Create scene layers
  • 43.3.1.9 Implement scene tags
  • 43.3.1.10 Create scene queries
  • 43.3.1.11 Implement scene visibility
  • 43.3.1.12 Create scene debugging
  • 43.3.1.13 Implement scene profiling
  • 43.3.1.14 Create scene validation
  • 43.3.1.15 Implement scene documentation

43.3.2 Level Streaming#

  • 43.3.2.1 Implement level streaming zones
  • 43.3.2.2 Create streaming triggers
  • 43.3.2.3 Implement level loading states
  • 43.3.2.4 Create level transition handling
  • 43.3.2.5 Implement level persistence
  • 43.3.2.6 Create level LOD
  • 43.3.2.7 Implement level bounds
  • 43.3.2.8 Create level dependencies
  • 43.3.2.9 Implement level debugging
  • 43.3.2.10 Create level profiling
  • 43.3.2.11 Implement seamless world streaming
  • 43.3.2.12 Create level instancing
  • 43.3.2.13 Implement level versioning
  • 43.3.2.14 Create level migration
  • 43.3.2.15 Implement level analytics

43.3.3 World Composition#

  • 43.3.3.1 Implement world grid system
  • 43.3.3.2 Create world origin rebasing
  • 43.3.3.3 Implement large world coordinates
  • 43.3.3.4 Create world layers
  • 43.3.3.5 Implement world bounds
  • 43.3.3.6 Create world streaming
  • 43.3.3.7 Implement world partitioning
  • 43.3.3.8 Create world instancing
  • 43.3.3.9 Implement world debugging
  • 43.3.3.10 Create world profiling
  • 43.3.3.11 Implement procedural world integration
  • 43.3.3.12 Create world versioning
  • 43.3.3.13 Implement world migration
  • 43.3.3.14 Create world collaboration
  • 43.3.3.15 Implement world analytics

43.4 @neith/particles — Particle System#

GPU-accelerated particle system for VFX.

43.4.1 Particle Core#

  • 43.4.1.1 Implement GPU particle simulation
  • 43.4.1.2 Create particle emission shapes
  • 43.4.1.3 Implement particle lifetime management
  • 43.4.1.4 Create particle physics (velocity, acceleration)
  • 43.4.1.5 Implement particle rotation
  • 43.4.1.6 Create particle size over lifetime
  • 43.4.1.7 Implement particle color over lifetime
  • 43.4.1.8 Create particle collision
  • 43.4.1.9 Implement particle attraction/repulsion
  • 43.4.1.10 Create particle curl noise
  • 43.4.1.11 Implement particle trails
  • 43.4.1.12 Create particle ribbons
  • 43.4.1.13 Implement particle beams
  • 43.4.1.14 Create particle mesh rendering
  • 43.4.1.15 Implement particle LOD

43.4.2 VFX Graph#

  • 43.4.2.1 Design node-based VFX editor
  • 43.4.2.2 Implement spawn nodes
  • 43.4.2.3 Create update nodes
  • 43.4.2.4 Implement output nodes
  • 43.4.2.5 Create operator nodes (math, logic)
  • 43.4.2.6 Implement attribute nodes
  • 43.4.2.7 Create event nodes
  • 43.4.2.8 Implement subgraph support
  • 43.4.2.9 Create VFX compilation
  • 43.4.2.10 Implement VFX debugging
  • 43.4.2.11 Create VFX profiling
  • 43.4.2.12 Implement VFX hot-reload
  • 43.4.2.13 Create VFX templates
  • 43.4.2.14 Implement VFX versioning
  • 43.4.2.15 Create VFX documentation

Phase 43 Summary — AI & Assets#

Library Section Tasks
@neith/ai-runtime 43.1 90
@neith/assets 43.2 75
@neith/scene 43.3 45
@neith/particles 43.4 30
Phase 43 Total 240

Phase 44: Neith Studio — Creative Tools Suite#

Professional creative tools for 3D, animation, audio, video, and procedural content.


44.1 @neith/sculptor — 3D Modeling Application#

Blender-class 3D modeling and sculpting.

44.1.1 Mesh Editing#

  • 44.1.1.1 Implement vertex/edge/face selection
  • 44.1.1.2 Create transform tools (move, rotate, scale)
  • 44.1.1.3 Implement pivot point modes
  • 44.1.1.4 Create snap and grid system
  • 44.1.1.5 Implement extrude operations
  • 44.1.1.6 Create inset/outset operations
  • 44.1.1.7 Implement bevel operations
  • 44.1.1.8 Create loop cut and slide
  • 44.1.1.9 Implement knife tool
  • 44.1.1.10 Create bridge edges/faces
  • 44.1.1.11 Implement merge/weld vertices
  • 44.1.1.12 Create fill and grid fill
  • 44.1.1.13 Implement dissolve operations
  • 44.1.1.14 Create edge slide
  • 44.1.1.15 Implement vertex slide

44.1.2 Advanced Mesh Operations#

  • 44.1.2.1 Implement subdivision surfaces
  • 44.1.2.2 Create multiresolution modifier
  • 44.1.2.3 Implement boolean operations (union, difference, intersect)
  • 44.1.2.4 Create mesh cleanup tools
  • 44.1.2.5 Implement mesh analysis (non-manifold, etc.)
  • 44.1.2.6 Create symmetry tools
  • 44.1.2.7 Implement mirroring
  • 44.1.2.8 Create array modifier
  • 44.1.2.9 Implement curve modifier
  • 44.1.2.10 Create lattice deformation
  • 44.1.2.11 Implement shrinkwrap
  • 44.1.2.12 Create decimation
  • 44.1.2.13 Implement remeshing
  • 44.1.2.14 Create retopology tools
  • 44.1.2.15 Implement mesh from curves

44.1.3 Sculpting#

  • 44.1.3.1 Implement sculpt brush system
  • 44.1.3.2 Create standard sculpt brushes (draw, clay, smooth, grab)
  • 44.1.3.3 Implement brush pressure sensitivity
  • 44.1.3.4 Create brush textures and alphas
  • 44.1.3.5 Implement dynamic topology (dyntopo)
  • 44.1.3.6 Create multires sculpting
  • 44.1.3.7 Implement sculpt layers
  • 44.1.3.8 Create masking tools
  • 44.1.3.9 Implement face sets
  • 44.1.3.10 Create trim and scrape brushes
  • 44.1.3.11 Implement cloth sculpt brush
  • 44.1.3.12 Create elastic deform
  • 44.1.3.13 Implement pose brush
  • 44.1.3.14 Create boundary brush
  • 44.1.3.15 Implement sculpt symmetry

44.1.4 UV Mapping#

  • 44.1.4.1 Implement UV unwrapping algorithms
  • 44.1.4.2 Create UV projection methods
  • 44.1.4.3 Implement UV editing tools
  • 44.1.4.4 Create UV pack/layout
  • 44.1.4.5 Implement UDIM support
  • 44.1.4.6 Create UV seam editing
  • 44.1.4.7 Implement UV pinning
  • 44.1.4.8 Create UV relaxation
  • 44.1.4.9 Implement UV symmetry
  • 44.1.4.10 Create UV preview textures
  • 44.1.4.11 Implement UV texel density
  • 44.1.4.12 Create UV transfer
  • 44.1.4.13 Implement UV validation
  • 44.1.4.14 Create UV export
  • 44.1.4.15 Implement UV baking integration

44.1.5 Materials & Texturing#

  • 44.1.5.1 Implement material system integration
  • 44.1.5.2 Create texture painting
  • 44.1.5.3 Implement brush-based painting
  • 44.1.5.4 Create layer-based painting
  • 44.1.5.5 Implement mask painting
  • 44.1.5.6 Create projection painting
  • 44.1.5.7 Implement clone and smear
  • 44.1.5.8 Create fill and gradient
  • 44.1.5.9 Implement texture baking (AO, normals, etc.)
  • 44.1.5.10 Create material preview
  • 44.1.5.11 Implement material library
  • 44.1.5.12 Create material import/export
  • 44.1.5.13 Implement PBR material setup
  • 44.1.5.14 Create procedural textures
  • 44.1.5.15 Implement texture resolution management

44.1.6 Rendering#

  • 44.1.6.1 Implement viewport rendering (real-time)
  • 44.1.6.2 Create path-traced rendering
  • 44.1.6.3 Implement render settings
  • 44.1.6.4 Create camera setup
  • 44.1.6.5 Implement lighting setup
  • 44.1.6.6 Create environment maps
  • 44.1.6.7 Implement render passes
  • 44.1.6.8 Create compositing nodes
  • 44.1.6.9 Implement batch rendering
  • 44.1.6.10 Create turntable rendering
  • 44.1.6.11 Implement render presets
  • 44.1.6.12 Create render farm integration
  • 44.1.6.13 Implement GPU rendering
  • 44.1.6.14 Create denoising
  • 44.1.6.15 Implement render analytics

44.2 @neith/animator — Animation Application#

Professional rigging and animation.

44.2.1 Rigging#

  • 44.2.1.1 Implement armature/skeleton creation
  • 44.2.1.2 Create bone editing tools
  • 44.2.1.3 Implement bone constraints
  • 44.2.1.4 Create IK chain setup
  • 44.2.1.5 Implement FK/IK switching
  • 44.2.1.6 Create control rig generation
  • 44.2.1.7 Implement rig layers
  • 44.2.1.8 Create custom bone shapes
  • 44.2.1.9 Implement weight painting
  • 44.2.1.10 Create automatic weights
  • 44.2.1.11 Implement weight transfer
  • 44.2.1.12 Create corrective blend shapes
  • 44.2.1.13 Implement muscle system
  • 44.2.1.14 Create rig presets (biped, quadruped)
  • 44.2.1.15 Implement rig validation

44.2.2 Timeline#

  • 44.2.2.1 Implement animation timeline
  • 44.2.2.2 Create keyframe editing
  • 44.2.2.3 Implement curve editor
  • 44.2.2.4 Create dope sheet
  • 44.2.2.5 Implement action editor
  • 44.2.2.6 Create NLA (Non-Linear Animation)
  • 44.2.2.7 Implement time stretching
  • 44.2.2.8 Create animation layers
  • 44.2.2.9 Implement pose library
  • 44.2.2.10 Create animation markers
  • 44.2.2.11 Implement animation events
  • 44.2.2.12 Create preview playback
  • 44.2.2.13 Implement ghost/onion skinning
  • 44.2.2.14 Create motion paths
  • 44.2.2.15 Implement timeline bookmarks

44.2.3 Motion Capture#

  • 44.2.3.1 Implement MoCap import (BVH, FBX, C3D)
  • 44.2.3.2 Create MoCap cleanup tools
  • 44.2.3.3 Implement retargeting
  • 44.2.3.4 Create foot locking
  • 44.2.3.5 Implement motion smoothing
  • 44.2.3.6 Create motion editing
  • 44.2.3.7 Implement motion blending
  • 44.2.3.8 Create motion time warping
  • 44.2.3.9 Implement real-time MoCap preview
  • 44.2.3.10 Create MoCap to keyframe conversion
  • 44.2.3.11 Implement MoCap solving
  • 44.2.3.12 Create marker tracking
  • 44.2.3.13 Implement markerless MoCap integration
  • 44.2.3.14 Create performance capture workflow
  • 44.2.3.15 Implement MoCap library management

44.2.4 Facial Animation#

  • 44.2.4.1 Implement facial rig creation
  • 44.2.4.2 Create blend shape editor
  • 44.2.4.3 Implement FACS rig
  • 44.2.4.4 Create lip sync tools
  • 44.2.4.5 Implement audio-driven animation
  • 44.2.4.6 Create facial pose library
  • 44.2.4.7 Implement facial layers
  • 44.2.4.8 Create eye rig
  • 44.2.4.9 Implement jaw rig
  • 44.2.4.10 Create tongue and teeth
  • 44.2.4.11 Implement facial performance capture
  • 44.2.4.12 Create ARKit integration
  • 44.2.4.13 Implement facial retargeting
  • 44.2.4.14 Create emotion presets
  • 44.2.4.15 Implement facial validation

44.3 @neith/composer — Digital Audio Workstation#

Professional DAW for music and sound design.

44.3.1 Audio Core#

  • 44.3.1.1 Implement multi-track timeline
  • 44.3.1.2 Create audio clip editing
  • 44.3.1.3 Implement non-destructive editing
  • 44.3.1.4 Create audio recording
  • 44.3.1.5 Implement punch in/out
  • 44.3.1.6 Create loop recording
  • 44.3.1.7 Implement take management
  • 44.3.1.8 Create time stretching
  • 44.3.1.9 Implement pitch shifting
  • 44.3.1.10 Create audio quantization
  • 44.3.1.11 Implement crossfades
  • 44.3.1.12 Create clip gain
  • 44.3.1.13 Implement audio analysis
  • 44.3.1.14 Create waveform display
  • 44.3.1.15 Implement spectral display

44.3.2 Mixing Console#

  • 44.3.2.1 Implement mixer channels
  • 44.3.2.2 Create volume faders
  • 44.3.2.3 Implement pan controls
  • 44.3.2.4 Create mute/solo
  • 44.3.2.5 Implement aux sends
  • 44.3.2.6 Create bus routing
  • 44.3.2.7 Implement groups
  • 44.3.2.8 Create VCA faders
  • 44.3.2.9 Implement metering (peak, RMS, LUFS)
  • 44.3.2.10 Create automation
  • 44.3.2.11 Implement mixer snapshots
  • 44.3.2.12 Create channel strip
  • 44.3.2.13 Implement insert effects
  • 44.3.2.14 Create sidechain routing
  • 44.3.2.15 Implement surround mixing

44.3.3 MIDI#

  • 44.3.3.1 Implement MIDI recording
  • 44.3.3.2 Create MIDI editing (piano roll)
  • 44.3.3.3 Implement MIDI quantization
  • 44.3.3.4 Create MIDI humanization
  • 44.3.3.5 Implement MIDI CC automation
  • 44.3.3.6 Create MIDI learn
  • 44.3.3.7 Implement MIDI routing
  • 44.3.3.8 Create MIDI effects
  • 44.3.3.9 Implement MIDI file import/export
  • 44.3.3.10 Create drum editor
  • 44.3.3.11 Implement step sequencer
  • 44.3.3.12 Create arpeggiator
  • 44.3.3.13 Implement chord tools
  • 44.3.3.14 Create scale tools
  • 44.3.3.15 Implement MIDI hardware integration

44.3.4 Instruments & Synthesis#

  • 44.3.4.1 Implement sampler instrument
  • 44.3.4.2 Create subtractive synthesizer
  • 44.3.4.3 Implement FM synthesizer
  • 44.3.4.4 Create wavetable synthesizer
  • 44.3.4.5 Implement granular synthesizer
  • 44.3.4.6 Create drum machine
  • 44.3.4.7 Implement sample library format
  • 44.3.4.8 Create instrument browser
  • 44.3.4.9 Implement multi-sampling
  • 44.3.4.10 Create round-robin and velocity layers
  • 44.3.4.11 Implement modulation matrix
  • 44.3.4.12 Create envelope generators
  • 44.3.4.13 Implement LFOs
  • 44.3.4.14 Create filter types
  • 44.3.4.15 Implement instrument presets

44.3.5 Spatial Audio Authoring#

  • 44.3.5.1 Implement 3D panner
  • 44.3.5.2 Create ambisonics encoding
  • 44.3.5.3 Implement binaural monitoring
  • 44.3.5.4 Create spatial reverb placement
  • 44.3.5.5 Implement object-based audio
  • 44.3.5.6 Create Dolby Atmos authoring
  • 44.3.5.7 Implement game audio authoring
  • 44.3.5.8 Create audio middleware export (Wwise, FMOD format)
  • 44.3.5.9 Implement VR audio preview
  • 44.3.5.10 Create distance attenuation curves
  • 44.3.5.11 Implement occlusion authoring
  • 44.3.5.12 Create reverb zone authoring
  • 44.3.5.13 Implement audio event system
  • 44.3.5.14 Create audio state machine
  • 44.3.5.15 Implement audio parameter system

44.4 @neith/cutter — Video Editing Application#

Professional video editing and color grading.

44.4.1 Timeline#

  • 44.4.1.1 Implement video timeline
  • 44.4.1.2 Create clip editing (cut, trim, split)
  • 44.4.1.3 Implement multiple video tracks
  • 44.4.1.4 Create audio track separation
  • 44.4.1.5 Implement markers and regions
  • 44.4.1.6 Create in/out points
  • 44.4.1.7 Implement timeline zoom and navigation
  • 44.4.1.8 Create playhead snapping
  • 44.4.1.9 Implement ripple and roll editing
  • 44.4.1.10 Create slip and slide editing
  • 44.4.1.11 Implement multicam editing
  • 44.4.1.12 Create nested sequences
  • 44.4.1.13 Implement proxy workflow
  • 44.4.1.14 Create timeline presets
  • 44.4.1.15 Implement keyboard-driven editing

44.4.2 Video Effects#

  • 44.4.2.1 Implement video transitions
  • 44.4.2.2 Create transform effects
  • 44.4.2.3 Implement color correction
  • 44.4.2.4 Create blur and sharpen
  • 44.4.2.5 Implement chroma key (green screen)
  • 44.4.2.6 Create masking and rotoscoping
  • 44.4.2.7 Implement motion tracking
  • 44.4.2.8 Create stabilization
  • 44.4.2.9 Implement speed ramping
  • 44.4.2.10 Create time remapping
  • 44.4.2.11 Implement frame interpolation
  • 44.4.2.12 Create noise reduction
  • 44.4.2.13 Implement lens correction
  • 44.4.2.14 Create effect presets
  • 44.4.2.15 Implement GPU-accelerated effects

44.4.3 Color Grading#

  • 44.4.3.1 Implement color wheels (lift/gamma/gain)
  • 44.4.3.2 Create curves adjustment
  • 44.4.3.3 Implement color match
  • 44.4.3.4 Create LUT support
  • 44.4.3.5 Implement HDR grading
  • 44.4.3.6 Create scopes (waveform, vectorscope, histogram)
  • 44.4.3.7 Implement primary correction
  • 44.4.3.8 Create secondary correction
  • 44.4.3.9 Implement power windows
  • 44.4.3.10 Create qualifier-based selection
  • 44.4.3.11 Implement node-based grading
  • 44.4.3.12 Create grade presets
  • 44.4.3.13 Implement color space management
  • 44.4.3.14 Create grade copying
  • 44.4.3.15 Implement broadcast safe

44.4.4 Export#

  • 44.4.4.1 Implement H.264 export
  • 44.4.4.2 Create H.265/HEVC export
  • 44.4.4.3 Implement ProRes export
  • 44.4.4.4 Create DNxHD/HR export
  • 44.4.4.5 Implement VP9/AV1 export
  • 44.4.4.6 Create image sequence export
  • 44.4.4.7 Implement audio-only export
  • 44.4.4.8 Create preset-based export
  • 44.4.4.9 Implement batch export
  • 44.4.4.10 Create watch folder
  • 44.4.4.11 Implement background rendering
  • 44.4.4.12 Create GPU-accelerated encoding
  • 44.4.4.13 Implement format validation
  • 44.4.4.14 Create delivery presets
  • 44.4.4.15 Implement export analytics

44.5 @neith/weaver — Procedural Content Tool#

Node-based procedural content generation.

44.5.1 Node Graph System#

  • 44.5.1.1 Implement node graph editor
  • 44.5.1.2 Create node types (input, operator, output)
  • 44.5.1.3 Implement node connections
  • 44.5.1.4 Create node parameters
  • 44.5.1.5 Implement parameter linking
  • 44.5.1.6 Create node groups/subgraphs
  • 44.5.1.7 Implement node presets
  • 44.5.1.8 Create node search
  • 44.5.1.9 Implement node documentation
  • 44.5.1.10 Create graph execution
  • 44.5.1.11 Implement caching
  • 44.5.1.12 Create incremental updates
  • 44.5.1.13 Implement graph debugging
  • 44.5.1.14 Create graph profiling
  • 44.5.1.15 Implement graph serialization

44.5.2 Geometry Nodes#

  • 44.5.2.1 Implement primitive generation nodes
  • 44.5.2.2 Create mesh deformation nodes
  • 44.5.2.3 Implement mesh boolean nodes
  • 44.5.2.4 Create point distribution nodes
  • 44.5.2.5 Implement instance scattering nodes
  • 44.5.2.6 Create curve generation nodes
  • 44.5.2.7 Implement curve deformation nodes
  • 44.5.2.8 Create mesh from curves
  • 44.5.2.9 Implement attribute nodes
  • 44.5.2.10 Create selection nodes
  • 44.5.2.11 Implement simulation nodes
  • 44.5.2.12 Create geometry output nodes
  • 44.5.2.13 Implement LOD generation nodes
  • 44.5.2.14 Create UV generation nodes
  • 44.5.2.15 Implement material assignment nodes

44.5.3 Terrain Generation#

  • 44.5.3.1 Implement heightmap nodes
  • 44.5.3.2 Create noise generation nodes
  • 44.5.3.3 Implement erosion nodes
  • 44.5.3.4 Create terrain features nodes
  • 44.5.3.5 Implement biome nodes
  • 44.5.3.6 Create vegetation placement nodes
  • 44.5.3.7 Implement road generation nodes
  • 44.5.3.8 Create river generation nodes
  • 44.5.3.9 Implement cliff generation nodes
  • 44.5.3.10 Create cave generation nodes
  • 44.5.3.11 Implement terrain texturing nodes
  • 44.5.3.12 Create terrain export nodes
  • 44.5.3.13 Implement terrain LOD nodes
  • 44.5.3.14 Create terrain streaming nodes
  • 44.5.3.15 Implement real-world data nodes

44.5.4 Building Generation#

  • 44.5.4.1 Implement building envelope nodes
  • 44.5.4.2 Create facade generation nodes
  • 44.5.4.3 Implement window placement nodes
  • 44.5.4.4 Create door placement nodes
  • 44.5.4.5 Implement roof generation nodes
  • 44.5.4.6 Create interior generation nodes
  • 44.5.4.7 Implement furniture placement nodes
  • 44.5.4.8 Create architectural style nodes
  • 44.5.4.9 Implement building LOD nodes
  • 44.5.4.10 Create building export nodes
  • 44.5.4.11 Implement city block nodes
  • 44.5.4.12 Create road network nodes
  • 44.5.4.13 Implement zoning nodes
  • 44.5.4.14 Create infrastructure nodes
  • 44.5.4.15 Implement city export nodes

Phase 44 Summary — Neith Studio#

Library Section Tasks
@neith/sculptor 44.1 90
@neith/animator 44.2 60
@neith/composer 44.3 75
@neith/cutter 44.4 60
@neith/weaver 44.5 60
Phase 44 Total 345