The
libs/neith/area: 312 Nx projects that make up Neith, Oshun's from-scratch ("sovereign") creative-technology stack — a runtime kernel, a professional DAW + plug-in hosting layer, a real-time 3D/game engine, DCC tools, engine-service planes (audio, GI, GPU compute, online services, profiling, VFX, digital humans, virtual production, LiveOps, marketplace, spatial), and the infra/integration libraries that wire them into the rest of the platform. This page is the entity-catalog view of the area.
What this area is#
"Neith" is the codename for Oshun's effort to own its creative toolchain end to end rather than depend on proprietary engines and DAWs. Almost every node here carries the word "sovereign" in its crate docs: the explicit goal is to replace Unreal/Unity (engine), Blender/Houdini/DaVinci (DCC), Ableton/Logic/Pro Tools (DAW), VST/AU/LV2/CLAP vendors (plug-in hosting), and even the OS layer (a NixOS-based creative-workstation distro). The work is tracked under TODOS phases 41–46 (runtime, HAL, engine, DCC, OS, browser), 48 (domain integrations), 53 (state-of-the-art AI/procedural), and the long 132–174 sweep (audio/DAW, Forge 2D, VFX/post, platform services, CI/identity/security planes, colorist/DJ/ match-move suites, EEVEE-class raster, hair, Grease-Pencil-class 2D-in-3D, fluids, VSE, online subsystem, profiler, GPU VFX, digital humans, virtual production, LiveOps, marketplace, spatial runtime, engine audio, GI, GPU compute, sculpting/NPR, and the UE/Blender final-parity families).
The area is polyglot but Rust-dominant. The performance-critical surface —
audio DSP, the renderer, physics, procedural generation, the OS — is Rust, laid
out as Cargo workspaces under <entity>/crates/neith-*/, each crate a focused
module set (src/*.rs). A minority of nodes are TypeScript
(<entity>/src/ index.ts barrels) and cover infra and orchestration concerns
where TS is the right tool: cloud/k8s config, observability, security, QA,
release, docs, training, and the six domain-integration bridges. A handful of
nodes are "dual" — a Rust Cargo workspace wrapped by an Nx package.json (e.g.
@neith/ core, @neith/scene, @neith/procgen, @neith/particles,
@neith/linux) so the cargo build participates in the Nx graph.
The nodes are not flat; they form layered sub-systems that build on each other:
- Runtime & platform foundation —
@neith/core(async executor, allocators, events, serde, reflection),@neith/hal(audio/gpu/input/sensor/camera/net/ storage abstraction),@neith/crypto,@neith/net,@neith/transport,@neith/net-audio, plus the TS infra libs (@neith/cloud,observability,security,qa,release,testing,docs,training) and@neith/linux, the OS the whole stack targets. - Audio / DAW ("Composer", phases 132–133) — the real-time audio runtime and graph, file I/O, telemetry, MIDI, the four plug-in hosts (VST3/AU/LV2/CLAP) with a sandbox and validator, control surfaces, and the deep creative tools (mastering, restoration, pitch, notation, session view, comping, modular, patch-lab, advanced synthesis, live-coding, scoring, DJ, foley, ADR).
- 3D / game engine & DCC (phases 42–44, 53) —
@neith/renderer,@neith/scene,@neith/particles,@neith/animator,@neith/ai-runtime,@neith/assets, and the DCC suites@neith/sculptor(Blender),@neith/weaver(Houdini),@neith/cutter(DaVinci), plus@neith/procgenand the SOTA procedural/material crates. - Domain integrations (phase 48) —
neith-integration-*libraries that let existing Oshun domains (Bellona, Hathor, Isis, Maya, Sophia, Yemaya) consume Neith instead of their previous external engines/DCC/AI providers.
How it fits the wider system#
Neith sits at the bottom of the creative stack: it is the engine/runtime
that higher Oshun domains target. The relationship is expressed through the six
neith-integration-* libraries — each one is the adapter a specific domain
imports to drive Neith (e.g. neith-integration-maya migrates Maya's
Unreal-based metaverse onto the Neith engine; neith-integration-yemaya maps
Yemaya's creative studio onto the Sculptor/Weaver/Composer/Cutter DCC tools).
Within the area, the audio tools all stand on @neith/audio-runtime +
@neith/audio-graph; the engine/DCC tools stand on @neith/core and
@neith/hal; and the TS infra libs (cloud/observability/security/release) are
operational concerns the deployable surfaces consume. Walk the dependency edges
on any node below to see exactly who builds on it.
Since the sections above were written, the area has grown a large set of newer sovereign Rust crate families (phases 135–172), each documented node-by-node in the entity reference below:
audio-*(phase 167) — engine-audio runtime: bus graph, sources, spatial, mixer, dialogue, adaptive music, voice chat, tooling, conformance.broadcast/delivery/dit/foundry/hdr/matchmove/motion/shotops/silhouette/storyboard/subs/virtualprod(phase 135) — film/broadcast post singles: node compositor, roto/tracking, motion graphics, matchmove, DIT/dailies, DCP/IMF delivery, HDR mastering, subtitles/dubbing, shot tracking, storyboarding, LED-volume/moco, live broadcast.compute-*(phase 169) — GPU-compute framework: backend abstraction, shader compiler, resource/dispatch/wave/memory models, ML/sim/render kernels as deterministic CPU references, debug layer, SDK, conformance (physical-GPU gates stay fail-loud).dcc-*,engine-*,parity171-testing(phases 171–172) — UE/Blender named-feature parity: Verse-class scripting, LWC, MegaLights, RVT, modeling, smart objects, choosers, pose search, state trees, motion design, enhanced input, GN fields/zones/tools, metaballs, NURBS, 3D text, preferences, plus the cross-crate validation suite.dh-*(phase 162) — MetaHuman-class digital humans: creator, skin, eyes, face/body rigs, flesh sim, clothing, capture animator, voice (neural TTS behind a fail-loud seam), retarget, ethics/consent, SDK, testing.forge-*— creative-app primitives (whiteboard, fonts, generative-imaging workflow, icons, interactive motion, photo catalog, publishing) as large single-file model+operations crates.gi-*(phase 168) — dynamic global illumination: core abstraction, SDFGI, voxel GI, probes/DDGI, Lumen-class tracing, shadows, lightmapper, AO, volumetrics, emissive, sky, conformance.gpen-*(phase 156) — Grease-Pencil-class 2D-in-3D suite: data model, tools, animation, modifiers, line art, shading, rigging, VR drawing, storyboard, testing.hair-*(phase 155) — curves-based hair: data model, grooming, guides, nodes, simulation, shading, rendering, presets, transfer, validation.liveops-*(phase 164) — monetisation/liveops: IAP, ads, analytics, remote config, experiments, economy, cloud save, attribution, CRM, support, compliance, portal, conformance.market-*(phase 165) — creator marketplace: catalog, creator onboarding, licensing, commerce, delivery, discovery, reviews, moderation, buyer portal, seller analytics, SDK, conformance.npr-*(phase 170) — non-photoreal rendering: Freestyle-class lines, cel/toon shading, inking/hatching.oss-*(phase 159) — Online Subsystem and replication: abstraction, identity, matchmaking, sessions, Iris-class replication, RPC, prediction, transport, voice, presence, replay, pixel streaming, anti-cheat, observability, testing.profiler-*(phase 160) — frame profiler and diagnostics: capture, timing, GPU debugger, memory, net, stat HUD, sampling, shader, physics, audio, asset/cook, UI models, crash analysis, testing.sculpt-*(phase 170) — ZBrush/Blender-class sculpting: core, topology, layers, brushes, face sets, masking, polypaint, retopo, export, testing.sim-*(phase 157) — Mantaflow/Houdini-class offline simulation: core, liquid, gas, MPM, particles, cloth, rigid, ocean, surface meshing, forces, reference rendering, game baking, farm planning, validation.spatial-*(phase 166) — MR/visionOS-class spatial runtime: core scene understanding, volumes, input, avatars, render, physics, audio, SDK, collaborative anchors, OS shell, conformance.vfx-*(phase 161) — Niagara-class GPU-VFX authoring: asset model, spawn, attributes, modules, renderers, sim stages, data interfaces, editor model, perf/LOD, preset library, testing.vp-*(phase 163) — on-set virtual production: core, render cluster, LED wall, camera tracking, ICVFX frustum, colour, scene pipeline, MR keying, operator control, record, broadcast studio, editorial handoff, testing.vse-*(phase 158) — DCC-embedded video sequence editor: timeline core, ingest, transitions, effects, audio, playback, render, review, conform, storyboard, testing.
Across all of these, each family's conformance/testing crate exercises the real sibling crates, and genuinely external boundaries (GPU drivers, ffmpeg, native Opus, neural models, tracker/encoder hardware) are represented as fail-loud seams rather than fabricated results.
Entity catalog (598)#
The 598 tracked Nx projects in neith, each a code-linked entity node — package, type, source path, declared targets, and its internal dependency graph (depends-on / used-by, resolved from the package manifests, §6/§8), read from the project graph. Grouped by architectural layer; walk the dependency links to travel the system. 341 of these carry an authored deep-dive (what / why / how it fits); the rest are generated scaffolds awaiting one.
adapter (2)#
StoreTransaction1StoreKitBackend12StoreKitEntitlements15MobileProgress39PurchasePolicy57entitlementAvailable62AttStatus69trackingAllowed70ApplePlatform74UniversalProduct75supportsUniversalPurchase79CloudRecord87CloudKitStore93MetalFxCapabilities111 +20 moreSteamTicket4SteamBackend12SteamAuth17Achievement42SteamStats48LeaderboardEntry72SteamLeaderboard78CloudFile101SteamCloud107WorkshopItem125SteamWorkshop134InputAction152InputSet157validateInputManifest161 +18 moredeveloper-tools (2)#
Neith CI CLI, editor contributions, local execution, debug, logs, reruns, approvals, and PR summaries
CliCommand3parseCli12CliBackend40executeCli48pipelineSchema58editorContributions88LocalRunPlan126createLocalRunPlan133DebugSession145RemoteDebugBroker153LogEntry188LiveLogStream195StepState226PipelineState231 +6 moreCI workflow migration, compatibility, parallel validation, and imported permission audit
MigrationSource3CanonicalStep16CanonicalJob25CanonicalWorkflow35ImportResult43importGitHubActions85importGitLabCi139importCircleCi175importJenkinsfile203EnterpriseSource227importEnterprisePipeline228importDronePipeline261importKubernetesWorkflow287GitHubContextInput333 +4 moredocs (1)#
Comprehensive documentation system — developer docs, user guides, and API documentation for the Neith engine
Documentation system (TS, ~15K LOC): developer, user, and api doc
modules exported as namespaces from @neith/docs. Tagged layer:docs.
domain (500)#
anim2d-* (10)#
Multi-plane 2D camera, 2.5D projection, effects, and compositor bridge
Versioned palette, color-model, ink, material, and paint-zone engine
Timing, exposure-sheet, and scene substrate for sovereign 2D animation
Frame-by-frame brush, ink, onion-skin, and cleanup engine
Animation scene, runtime, editorial, layered-image, USD, and reference-video interchange
Offline dialogue alignment, lip sync, waveform, cue, and interchange engine
Storyboard-to-animation production, review, render, and delivery pipeline
Deterministic procedural 2D motion-design graph and browser runtime
Deterministic rigging, deformation, skinning, character, and motion engine for 2D animation
Teaching templates, style presets, classroom, and accessibility engine for the 2D animation suite
audio-* (17)#
Sovereign game-engine audio accessibility — mono downmix, dialogue clarity/hearing-aid EQ, haptic substitution, captions, directional indicators, colour HUD, balance, volume ceiling (phase 167.12)
Game-audio accessibility runtime (Rust, libs/neith/audio-accessibility, phase
167.12): mix (mono down-mix + L/R balance), speech (dialogue-clarity and
hearing-aid EQ), haptics sound substitution, timed captions, and a
protection volume-ceiling hearing protector — targeting the Xbox/PlayStation
accessibility guidelines for engine audio.
Sovereign game-engine audio bus graph — source→bus→group→output routing, glitch-free runtime mutation, sample-rate/channel conversion, sample-accurate scheduling, crossfade automation, mix snapshots, solo/mute cascade, aux sends, sidechain, multi-threaded decode, hot-reload (phase 167.1)
Runtime audio routing plane (Rust, libs/neith/audio-bus-graph, phase 167.1):
directed source→bus→group→output routing with glitch-free runtime mutation,
sample-accurate event schedule, mix snapshots, per-bus resample, and
hotreload of graph assets. Distinct from the phase-132 DAW graph
@neith/audio-graph — this is the graph a shipped game renders every audio
callback.
Sovereign game-engine audio conformance & validation suite — cross-crate stress and correctness gates for the phase-167 engine-audio stack (phase 167.13)
Cross-crate conformance suite for the phase-167 engine-audio stack
(libs/neith/audio-conformance) — a testing crate, not a runtime feature. Real
gates (voice_count_stress, latency_p99, atmos_render_determinism,
loudness_compliance) exercise the sibling crates end-to-end and return
GateResults. The dogfood gate binds the real Phase-42 audio engine and
Phase-27 Project Obsidian roots, renders a Phase-42 procedural footstep through
the phase-167 HRTF path, and validates the franchise audio contract. The
external module retains fail-loud seams for the listening-panel ABX and
live-device 24-hour soak.
Sovereign game-engine dialogue system — line DB, voice banks, localisation, conditional selection, barks, conversation flow, branching, radio FX, TTS fallback, lip-sync, captions, emotion mix, ADR, chatter (phase 167.6)
Game dialogue system (Rust, libs/neith/audio-dialogue, phase 167.6): line
database with voice banks and per-locale fallback, condition-driven
selection with bark cooldowns, branching conversation flow, phoneme/viseme
lipsync export, and radio/walkie voice FX — the Wwise-dialogue-event /
FMOD-programmer-sound layer.
Sovereign game-engine acoustics & environmental FX — reverb zones, convolution + FDN/Schroeder reverb, occlusion/transmission/diffraction, baked + ray-traced acoustics, ambience, environmental filters (phase 167.4)
Acoustics and environmental FX (Rust, libs/neith/audio-environment, phase
167.4): reverb (partitioned convolution + FDN/Schroeder), occlusion ray
casting over geom primitives, morphing reverb zones, ambience beds, and
baked/ray-traced acoustics probe fields — Steam Audio / Project
Acoustics-class features rebuilt from first principles.
Sovereign audio file I/O (phase 132.12, ~80K LOC, 212 files): one reader +
writer per container (WAV/AIFF/FLAC/etc.) feeding the audio graph and receiving
offline bounces from @neith/transport, behind a uniform FileIoError funnel
and shared sample primitives. One of the largest crates in the area.
The real-time audio graph (phase 132.2, ~21K LOC): hosts the driver callback
and routes audio/MIDI/CV between tracks, buses, sends, plugins, and outputs.
Rich scheduler subtree (scheduler/ — SPSC, sub-block, RT-priority/asserts,
parallel exec, denormal handling, watchdog, CPU meter) plus PDC (plugin delay
compensation), sidechain, feedback, and multichannel modules.
Sovereign game-engine mixer, ducking & snapshots — dB-domain mix-snapshot interpolation, sidechain ducking, dynamic mix profiles, priority voice culling, per-bus DSP chain (EQ/comp/limiter/saturator), true-peak ISP limiter, BS.1770-4 LUFS metering & normalisation, dialogue intelligibility, mix-sheet export, scene sub-mix, multi-listener split-screen, cinematic auto-bias, accessibility mono down-mix, visual mixer UI model (phase 167.5)
Master-mix plane above the bus graph (Rust, libs/neith/audio-mix, phase
167.5): dB-domain snapshot interpolation, sidechain ducking, a per-bus
dsp_chain (RBJ EQ / compressor / lookahead limiter / saturator), a truepeak
4x-oversampled ISP limiter, and ITU-R BS.1770-4 loudness metering with EBU
R128 normalize — all f64 DSP implemented in-crate with no external audio
dependencies.
Sovereign game-engine adaptive music system — layers, quantised transitions, stingers, tempo/key crossfade, mood graph, tension, motifs, Ableton Link, MIDI, percussion, distant FX, VFX features, cue-sheet export (phase 167.7)
Adaptive/interactive music runtime (Rust, libs/neith/audio-music, phase
167.7): vertical/horizontal layers with tension coupling, bar/beat-quantised
transitions and stingers, a mood-graph state machine, a tempo/key
transport with Ableton-Link-style clock sync, and a euterpe generative-stems
hook.
Sovereign game-engine audio profiler & diagnostics — voice/slot usage, DSP/plugin budgets, underruns, flamegraph, stem usage, latency, waveform scope, effect cost breakdown (phase 167.10)
Audio instrumentation plane (Rust, libs/neith/audio-profiler, phase 167.10):
voices count and stem accounting, per-bus DSP budgets, underrun/asset-hitch
events logs, a mix-graph flamegraph, and trigger-to-ear latency metering —
Wwise/FMOD-Profiler-class diagnostics, separate from the engine-wide profiler-*
family.
The sovereign cross-platform audio HAL (phase 132.1, ~74K LOC): defines the
AudioDriver/AudioStream traits every backend (CoreAudio, ASIO, WASAPI, JACK,
PipeWire, ALSA, AAudio, OpenSL ES) implements. The driver-level foundation the
real-time graph runs its callback on.
Sovereign game-engine audio source-playback types — sample & streamed voices, band-limited oscillators + noise, physical-modelling, granular, concatenative, polyphonic MIDI ADSR, first-order ambisonic encode, IR convolution, random/switch/sequence/layer/stinger containers, crossfade playlist, WSOLA time-stretch/pitch-shift (phase 167.2)
Voice-generator library for the bus graph (Rust, libs/neith/audio-source,
phase 167.2): every generator implements the AudioSource trait — sample and
stream voices, band-limited oscillators, physical Karplus-Strong/modal
models, granular clouds, random/switch/sequence/layer containers, and WSOLA
time-stretch.
Sovereign game-engine 3D audio spatialisation — attenuation, cones, Doppler, HRTF binaural, ambisonic decode, Atmos/DTS:X objects, speaker panning, VBAP, ITD/ILD (phase 167.3)
3D audio spatialisation (Rust, libs/neith/audio-spatial, phase 167.3):
distance attenuation curves, directional emitter cones, doppler,
spherical-head hrtf binaural with HRIR interpolation, higher-order ambisonic
decode, and atmos bed+object rendering with VBAP panning to 5.1 through
9.1.6 layouts.
Sovereign game-engine procedural audio / SFX — modal impact, footsteps, weapons, engines, wind, water, fire/electrical/thunder, creature vocals, UI sonification, foley (phase 167.8)
Procedural SFX synthesis (Rust, libs/neith/audio-synth, phase 167.8): modal
impact/breakage mode banks, material/weight footsteps, layered weapon shots,
additive+granular vehicle engines, swept-noise wind, bubble-model water,
and source-filter creature vocals — every effect computed from a physical or
signal model rather than a sample.
Audio metering / loudness / analysis (phase 132.14): per-block/per-frame Peak/RMS/VU/PPM/K-meters plus EBU R128 / ATSC A/85 / ITU-R BS.1770-5 loudness — the analysers every audio surface in Oshun consumes.
Sovereign game-engine audio designer workflow — event designer, RTPC editor, timeline graph, bank packaging, asset browser, bake, localisation matrix, A/B compare, recorder, live-connect, versioning, Wwise/FMOD import (phase 167.11)
Sound-designer authoring plane (Rust, libs/neith/audio-tooling, phase 167.11):
events designer with state/switch/RTPC editing, a MetaSounds-class timeline
action graph, soundbank banks packaging with offline bake, a waveform asset
browser, a localization coverage matrix, and a live-connect session
command model.
Sovereign multiplayer voice chat & mic integration — Opus-frame transport, reordering jitter buffer + PLC, spatial proximity voice, team channels, FFT noise suppression, NLMS echo cancellation, AGC, WSOLA voice changer, moderation, mute/block/transcript, push-to-talk/VAD gating (phase 167.9)
Multiplayer voice-chat and microphone pipeline (Rust, libs/neith/audio-voice,
phase 167.9): 20 ms Opus-frame codec packetisation with jitter buffer and loss
concealment, spectral-subtraction denoise, NLMS aec, envelope agc, a WSOLA
voice changer, proximity/team channels routing, and moderation hooks.
The Opus bitstream itself lives in the phase-159 OSS stack.
colorist-* (13)#
Scene-referred color pipeline, conform timeline, and grade revision model
Restoration, denoise, retime, and sharpening kernels
Film texture, optical effects, and print emulation
Color stills, looks, compare, continuity, and exports
Canonical colorist graph, layer-stack projection, and hierarchical grade tree
HDR grading, metadata, monitoring, scopes, and trims
Color panel protocols and multi-monitor workstation UX
Deterministic scene-linear primary color-correction operators
Camera RAW decode and scene-linear debayer pipeline
Pixel qualifiers, matte refinement, windows, and tracking
compute-* (12)#
Neith sovereign GPU compute backend abstraction — one unified API over Vulkan/Metal/D3D12/WebGPU/CUDA/HIP/SYCL/CPU compute, capability flags (FP16/FP64/wave/subgroup/coop-matrix), device enumeration + best-device heuristic, multi-GPU context, feature negotiation with graceful fallback, driver-version allowlist, and chosen-path diagnostics
Front door of the phase-169 GPU-compute framework (Rust,
libs/neith/compute-abstraction): a single backend API shaped over
Vulkan/Metal/D3D12/WebGPU/CUDA/HIP/SYCL with capability flags, device
enumeration and a best-device heuristic, multi_gpu peer topology, and a real
deterministic cpu_backend reference. Native APIs attach through a versioned,
backend-bound executable-provider protocol. Manifest discovery, probe,
enumeration and dispatch are real; nonce/identity, device metadata, artifact
format, dispatch limits, read-only buffers, output shape, and timing are
validated fail closed before provider output enters the runtime.
Neith GPU-compute conformance & validation suite — cross-backend correctness with bit-reproducible checksums, memory-leak burn-in, determinism-mode regression, and fail-loud external-hardware gates for CUDA/HIP performance parity, WebGPU browser conformance, 24h soak, multi-GPU scaling, dogfood and console validation
Khronos-CTS-style conformance suite for the compute stack
(libs/neith/compute-conformance): bit-reproducible correctness checks
against the CPU reference backend, a suballocator leak_burnin, a
determinism_regression sweep, and typed fail-closed evidence graders plus the
compute-validate operator CLI for CUDA/HIP parity, browser WebGPU, 24-hour
soak, multi-GPU scaling, dogfood, and console gates. Synthetic evidence can
exercise decisions but can never certify a release.
Neith GPU-compute debug & validation — resource-validation layer, data-race detector, out-of-bounds checker, NaN/Inf hunter, shader assert + printf runtime, step-debug breakpoints, memory sanitizer with shadow memory, determinism test harness, bindless resource leak tracker
GPU-compute debug and validation layer (Rust, libs/neith/compute-debug, phase
169.10): resource-binding validation, a happens-before race detector,
bounds and nan checkers, a shader assert/printf shader_debug runtime, and
a shadow-memory sanitizer — ASan/TSan-style tooling operating on recorded
compute state.
Neith GPU-compute dispatch model — synchronous & indirect dispatch, mesh-shader & raytracing dispatch, async compute + copy queues, pipeline barriers with fine-grained stage masks, fence/event + timeline-semaphore cross-queue sync, timestamp/occlusion query pools, transient resource aliasing, workload-priority hints, per-dispatch profiling, automatic small-dispatch batching
Dispatch model of the compute framework (Rust, libs/neith/compute-dispatch,
phase 169.4): direct/indirect/mesh/RT dispatch with validation, async-compute
and copy queue topology, pipeline barriers with hazard classification,
fence/event sync, and dispatch batching — the command-buffer/queue/barrier
surface, modelled and tested in-crate rather than driver-bound.
Neith GPU-compute shader language & compiler — sovereign SSA shader IR, WGSL/HLSL/GLSL front-ends, MSL/Slang transpile, programmatic Rust-GPU kernel builder, SPIR-V/DXIL/AIR/WGSL/PTX text targets, ISA diagnostics, SSA/DCE/const-fold/CSE/loop-unroll optimiser, binding/resource/constant reflection, shader-hash cache + PSO pre-build
Sovereign shader compiler (Rust, libs/neith/compute-lang, phase 169.2): an
SSA-form ir, recursive-descent lexer/parser for a shared WGSL/HLSL/GLSL
compute grammar, real opt passes (constant folding, DCE, CSE, loop unrolling),
pipeline reflection, five text targets plus MSL/Slang transpile, and an AMD
ISA occupancy diagnoser — pure std and fully deterministic.
Neith GPU-compute memory model & allocators — device-local/host-visible/uncached regions, staging ring, paged virtual memory, bump & pool & VMA-class suballocators, cross-queue aliasing, pinned/unified host memory, leak detector, budget alarm, defragmentation, priority hints, lazy allocation, sparse residency
GPU memory model and allocators (Rust, libs/neith/compute-memory, phase
169.6): memory heaps with budget alarm, a fence-tracked staging ring,
paged virtual memory with LRU residency, bump and size-class pool
allocators, and a VMA-class free-list suballocator with coalescing and
defragmentation — real placement algorithms over byte offsets.
Neith GPU-compute ML inference & tensor ops — tensor primitive, GEMM/Conv2D/DepthwiseConv/attention, fused activations, LayerNorm/RMSNorm/BatchNorm, softmax/logsumexp, flash-attention, INT8/INT4/FP8 quantisation, GGUF importer, graph fusion optimiser, op profiling, autotune, determinism toggle, training gradients, ring-allreduce, runtime bridge
ML inference kernels for the compute stack (Rust, libs/neith/compute-ml, phase
169.7) — deterministic CPU reference implementations, not GPU execution: an
n-dim strided tensor primitive, tiled gemm + Conv2D (im2col), fused
activations (ReLU/GELU/SiLU), LayerNorm/RMSNorm norm, flash-style
attention, quantisation, and a gguf reader, each tested against
known-correct values.
Neith GPU-compute render helpers — GPU-driven frustum+occlusion culling, hierarchical z-buffer, mesh/vertex fetch + meshlet culling, clustered light list build, bone-palette skinning, morph-target blend, GPU particle runtime, post-process kernels (bloom/DOF/TAA/CAS), compute software rasteriser, GPU virtual texture
Compute-shader building blocks of a GPU-driven renderer (Rust,
libs/neith/compute-render, phase 169.9), implemented as CPU-verified
per-element math: frustum culling + hiz occlusion pyramid, meshlet
geometry cone culling, clustered lights froxel lists, bone-palette
skinning, particles, postprocess kernels (Karis bloom, TAA resolve), and a
swrast software rasteriser.
Neith GPU-compute resources — typed/untyped/structured/append/counter storage buffers, storage textures (1D/2D/3D/array/cube) with mip chains, samplers, descriptor heap/bindless tables, push/root constants, uniform buffers with std140/std430 layout, indirect dispatch buffers, raytracing acceleration structures, shared memory, cooperative-matrix tile types, half/double/int8/int16 scalar types, persistent mapping, sparse/tiled residency
Resource model of the compute framework (Rust, libs/neith/compute-resources,
phase 169.3): storage/structured/append/counter buffers, 1D/2D/3D/array/cube
textures with correct mip and subresource indexing, samplers, a bindless
descriptor heap, and spec-exact std140/std430 layout arithmetic — the
Vulkan/D3D12/Metal/WebGPU resource surface as tested layout rules.
Neith GPU-compute developer SDK — C/C++/Rust/Swift/Python/JS-TS binding signature emission, kernel-authoring DSL, example kernels (matmul/raymarch/fluid/FFT) with reference outputs, benchmark statistics harness, stress-test suite, version-compatibility checks, profiler integration, documentation coverage
Developer SDK for the compute framework (Rust, libs/neith/compute-sdk, phase
169.11): bindings signature emission for C/C++/Rust/Swift/Python/TS, a
kernel-authoring dsl, runnable examples (matmul/raymarch/fluid/FFT) with
reference outputs, a bench harness computing real mean/median/percentile/CoV
statistics with IQR outlier detection, plus stress, compat, and docs
tooling.
Neith sovereign GPU-compute simulation kernel library — N-body, SPH/FLIP/APIC building blocks, PCG/multigrid pressure solver, XPBD constraints, FFT, radix/merge sort, prefix scan, hash grid, BVH, SDF raymarch, marching cubes/dual contour, voxelisation, mesh CSG, procedural noise
Simulation kernels for the compute stack (Rust, libs/neith/compute-sim, phase
169.8) — deterministic f64 CPU reference implementations that GPU backends are
diffed against: direct + Barnes-Hut nbody, SPH/PIC/FLIP/APIC particles
transfer, PCG/multigrid pressure Poisson solvers, xpbd constraint
projection, radix-2 Cooley-Tukey fft, plus scan/sort/bvh primitives.
Neith GPU-compute wave/subgroup/cooperative operations — wave vote/ballot, broadcast, reduction, prefix-scan, shuffle/swizzle/rotate, cooperative-matrix multiply-accumulate (FP8/FP16/BF16), tile intrinsics, barriers + acquire/release fences, atomics (add/cmpxchg/float), ballot→compaction, per-backend intrinsic mapping, wait/yield, portable fallback
Wave/subgroup operations (Rust, libs/neith/compute-wave, phase 169.5) — a
deterministic CPU model of the SIMD lane group (warp/wavefront/subgroup): vote
(all/any/ballot), broadcast, reduce, inclusive/exclusive scan,
shuffle/swizzle, and coopmat cooperative-matrix multiply-accumulate over
FP8/FP16/BF16/INT8 tiles — the HLSL SM6 / CUDA-warp intrinsic surface as a
testable model.
dcc-* (52)#
Blender built-in add-on ecosystem: Rigify rig generator, Node Wrangler, Loop Tools, Copy Attributes, Bool Tool, Mesh/Curve Extra Objects, Archipack/Archimesh, Ant Landscape, Collection Manager, MeasureIt, Materials Utils, Animation extras, Pose Library, AutoSave, 3D Print Toolbox, STL/PLY/X3D IO, marketplace bridge
Neith sovereign Annotations tool: freehand annotation strokes in any editor across 2D-screen and 3D-world layers with per-layer colour/thickness, per-scene/per-view annotation data, text annotations with leader lines, annotation-to-Grease-Pencil conversion, snap-to-object/face/vertex, dailies review-note workflow, multi-user author-tagged collaboration, and PDF/PNG/SVG export (phase 172.19)
Editor annotation tool (Rust, libs/neith/dcc-annotations, phase 172.19):
freehand + text markup in any editor — 2D-screen and 3D-world annotation
layers with per-layer colour/thickness and leader-line TextAnnotations, snap
to object/face/vertex, an integration module with Grease-Pencil conversion,
author-tagged layer merge and a dailies ReviewSession note workflow, and
SVG/PNG-raster/PDF export.
Neith sovereign Blender bendy-bones + custom bone shapes + ragdoll: bendy-bone Bezier subdivision (segment count, handle-in/out, per-segment easing/radius/roll), custom bone-shape objects with colour/wireframe, bone collections with visibility + legacy layer mapping, auto-generated ragdoll rigid-bodies+constraints with Verlet sim, ragdoll-to-keyframe bake and hit-reaction get-up blend, bone envelope deform weights, proximity auto-weighting, vertex-group smoothing, parent inherit-scale/rotation, and bone constraints (copy/limit/IK/track-to/child-of) (phase 173.27)
Blender brush library + palette system: brush data-blocks, asset shelf, brush settings/cloning, palettes+color history, GPL/ACO/ACB palette import/export, color-theme extraction from image
Neith sovereign Retopo/BSurfaces/Quad-Remesh: grease-pencil-stroke surface fill, quad-flow retopo brush, auto-quad remesh, topology-preserve mask, edge-loop extraction from curvature, symmetric retopo, shrinkwrap alignment, border/hole patcher, Phase-170 sculpt integration, and high-to-low displacement + normal bake (phase 171.24)
Retopology and quad-remesh toolbox (Rust, libs/neith/dcc-bsurfaces, phase
171.24): grease-pencil-stroke bsurfaces surface fill, a quad-flow retopo
brush with symmetry and shrinkwrap, auto-quad remesh, curvature edge-loop
extraction, hole patching, and high-to-low displacement/normal bake — the
sovereign BSurfaces + QuadriFlow + bake equivalent, integrating the phase-170
sculpt crates.
Neith sovereign Color / Vertex Attributes (post-3.2 model): float4/byte4 colour attributes on point/corner domains, multiple attributes per mesh with active-render + active-edit selectors, colour attributes as geometry-node fields, bake from material/AO (ray-traced)/curvature (Laplacian), vertex-colour paint with mask, gradient/fill/clear, export to glTF/USD/Alembic vertex colours, and legacy tessface colour migration (phase 172.18)
Colour / vertex attributes, post-3.2 model (Rust, libs/neith/dcc-color-attrs,
phase 172.18): float4/byte4 ColorAttributes on point/corner domains with
active-render/edit selectors on Mesh, a bake module (ray-traced AO,
Laplacian curvature, material), masked vertex paint with gradient/fill and
geometry-node field sampling, and export to glTF COLOR_0 / USD primvars /
Alembic plus legacy tessface migration.
Neith sovereign Blender Compositor Nodes: a real image-processing node graph over an in-memory RGBA float image with input/output/color/converter/filter/denoise/distort/matte/vector/mix/transform/cryptomatte/glare/track/plane-deform/multilayer-exr/group nodes plus preview thumbnails and an editor pan/zoom/search state model (phase 173.30)
Blender constraint library: copy/limit/track/relationship constraints (copy location/rotation/scale/transforms, limit loc/rot/scale/distance, track-to, damped/locked track, stretch-to, child-of, floor, follow-path, shrinkwrap, spline IK, IK, clamp-to, maintain volume, transform, pivot, action, armature, motion-tracking solvers)
Neith sovereign Cycles shadow-catcher/holdout/persistent/light-path: shadow-catcher (accumulate shadow, composite over plate with alpha) + holdout alpha carve, adaptive sampling with Welford per-pixel variance + noise threshold, a stratified jittered PMJ-style sampler with scramble distance, cross-bilateral denoise guided by normal+albedo prefilter, a light-path node (camera/shadow/reflection ray flags + depth), per-channel max-bounce limits, caustics toggle, per-object ray-visibility masks, shadow-terminator offset, persistent-data BVH reuse and adaptive dicing subdiv (phase 173.25)
Neith sovereign Data-Block Linking & Library Overrides: link/append external .blend/USD data-blocks, library override (edit linked without breaking link), override scope, override propagation on re-link, per-property and animation override, orphan data-block cleaner, fake-user retention, and outliner override diff view (phase 171.25)
Data-block linking and library overrides (Rust, libs/neith/dcc-data, phase
171.25): library link/append of external data-blocks, overrides that edit
linked data without breaking the link (scope, propagation on re-link, per-
property and animation overrides), an orphan cleaner with fake-user retention,
and an outliner override diff view — Blender's linking system as a sovereign
model.
Neith sovereign Blender Data API / Custom Properties / RNA: a bpy.data-style ID-block store with full enumeration by type, typed custom properties (int/float/string/float-vec/id-pointer) with min/max/step constraints, animatable + library-override flags, RNA reflection (type/subtype/description/tooltip), UI decorators (slider/checkbox/colour/id-picker), datablock pointers and enum properties with dynamic item callbacks (phase 173.32)
Neith sovereign Drivers + relationship depth: driver panel model, variable types (single-property/rotational-difference/distance/transform-channel), a sandboxed expression evaluator, custom-property targets, a driver library (copy/paste), a visual driver-network graph, dependency-cycle detection, batch retarget, corrective shape-key driver presets, a face-rig driver library, debug value watch, a driver performance profiler, a driver errors panel, and a disable-all kill-switch (phase 172.23)
Driver system and relationship depth (Rust, libs/neith/dcc-drivers, phase
172.23): drivers bind typed DriverVariables (single-property, rotational
difference, distance, transform channel) and reduce them via a sandboxed
recursive-descent expr evaluator; around that sit a DriverGraph with
dependency-cycle detection, batch retarget, a copy/paste library with
corrective-shape-key and face-rig presets, a debug value-watch + profiler +
errors panel, and a global KillSwitch.
Neith sovereign DCC file browser and asset-path management (phase 172.28)
Sovereign File Browser + asset-path management (phase 172.28,
libs/neith/dcc-file-browser): entry (file entries, filters, previews,
thumbnail regeneration), paths (relative/absolute conversion, remap-on-move,
recents/bookmarks), library (library path manager + missing-file finder), and
datablocks (blend-data browser, drag-drop import, pack/unpack) — the Blender
File Browser / path-management equivalent as a pure headless model.
Neith sovereign Freestyle extended features: multi line-set manager, edge-type checkbox matrix (silhouette/crease/border/contour), line-style parameter expressions, colour/alpha/thickness modifier stack, geometry modifier stack, Python API for custom line-styles, Freestyle-as-compositor-node bridge, SVG export, per-material Freestyle override, and animation stroke coherence (phase 171.26)
Deep NPR line-render controls (Rust, libs/neith/dcc-freestyle-extensions,
phase 171.26) extending the phase-170 Freestyle core: a multi lineset manager,
edgetype include/exclude matrix, parametric line style expressions along the
stroke, colour/alpha/thickness + geometry modifiers stacks, svg export, a
compositor bridge, and temporal stroke coherence.
Blender gizmo system: transform gizmos (translate/rotate/scale/combined TRS), per-axis+plane handles, trackball/arcball rotate, ray-pick hit-testing, object-level gizmos (light/camera/spot/empty), pivot+snap indicators, theme colours, plugin API
Neith sovereign Geometry-Nodes Fields: domain-dependent field evaluator, position/normal/id/material-index and named-attribute input fields, noise/voronoi/random/gradient generators, math/vector/color operators, field masks and conditions, capture-attribute, accumulate/scan/sort, sample-nearest/index/surface, field-as-UI parameter, viewport field visualizer, field typing/diagnostics, hover debug probe, cross-domain evaluation, and GPU compilation fastpath (phase 171.20)
Geometry-Nodes fields system (Rust, libs/neith/dcc-gn-fields, phase 171.20): a
lazy, domain-dependent field evaluator with position/normal/attribute inputs,
noise/voronoi generators and math operators, capture-attribute persistence
with accumulate/scan/sort, cross-domain sample, a viewport visualizer, and a
gpu compilation fastpath — Blender's GN fields as a sovereign evaluator.
Neith sovereign Geometry-Nodes Repeat/For-Each Zones: repeat zone (N iterations), for-each-element zone, accumulator socket, break condition, index/total expose, deterministic stable iteration, parallel-safe execution, nested repeat zones, GPU-compile fastpath, and debug step-through (phase 171.22)
Geometry-Nodes repeat and for-each zones (Rust, libs/neith/dcc-gn-repeatzones,
phase 171.22): a repeat zone with accumulator sockets, break conditions,
index/total exposure and nesting, an order-independent parallel-safe foreach
element zone, and a gpu unroll fastpath for affine recurrences.
Neith sovereign Geometry-Nodes Simulation Zones: input/output zone pair, per-frame state carry, RAM+disk cache/bake with hash invalidation, deterministic RNG scope, time-delta socket, multi-step substepping, reset/retime, nested zones, Mantaflow fluid block, cloth/soft-body presets, particle advection, boids/flocking, bake-to-alembic/VDB, and a zone profiler overlay (phase 171.21)
Geometry-Nodes simulation zones (Rust, libs/neith/dcc-gn-simzones, phase
171.21): a zone input/output pair carrying per-frame state with substepping
and reset/retime, RAM+disk cache/bake with upstream hash invalidation, a
deterministic per-zone rng, nested zones with a profiler, and built-in
blocks (advection, boids, PBD cloth, soft body).
Neith sovereign Geometry-Node Asset Tools: node-group as tool, gizmo/brush/selection tool inputs, tool-shelf install, asset-browser drag-drop apply, parameter UI (sliders/vectors/colour pickers), tool-mode auto-switch, undo integration, preset library, share/publish, and marketplace certification (phase 171.23)
Geometry-node asset tools (Rust, libs/neith/dcc-gn-tools, phase 171.23): node
groups exposed as operators — tool + inputs parameter-UI descriptors,
shelf install and drag-drop apply, mode auto-switch with undo integration,
and a publish path (presets, share, marketplace certification checks) —
Blender 4.0+ node-group tools as a sovereign model.
Neith sovereign Graph Editor / F-Curves depth: per-channel F-curve editor with Bezier control handles (Auto/Vector/Free/Aligned/Auto-Clamped), interpolation modes (Constant/Linear/Bezier/Sinusoidal/Quadratic/Cubic/Back/Bounce/Elastic) with ease in/out/both, an F-curve modifier stack (Noise/Cycle/Generator/Envelope/Limit/Stepped), multi-channel selection, normalised/proportional handles, ghosting, driver integration hooks, copy/paste keys, cleanup (decimate/smooth/sample), snapping, Euler-filter / quaternion dual-cover fix, animation baking, and live playback update (phase 172.22)
Graph Editor / F-curve depth (Rust, libs/neith/dcc-graph-editor, phase
172.22): bezier de Casteljau evaluation with an X-to-t inverse solver,
Auto/Vector/Free/Aligned/Auto-Clamped handles, the full Penner easing set in
interp, a modifiers stack (Noise/Cycle/Generator/Envelope/Limit/Stepped),
RDP-decimate/smooth/sample/bake cleanup, multi-channel selection with
normalised + proportional editing, key clipboard, snapping, and an euler
filter with quaternion dual-cover fix.
Blender image editor: image view + mip preview, paint/mask/UV modes, channels, colour picker, histogram/vectorscope/waveform scopes, crop/resize/rotate/flip, save formats, multi-layer EXR, UDIM navigation, colour-managed view, reference pinning
Blender input devices: 3Dconnexion SpaceMouse 6-DoF (axis remap, dominant-axis lock, fly/orbit/pan, buttons), pen tablet (pressure/tilt/azimuth, eraser, palm rejection), gamepad/joystick, foot pedal, device profile library + plugin SDK
Blender measure tool + ruler: distance/protractor angle, snap-to-mesh, persistent multi-measurement, metric/imperial/custom units + scene unit scale, UV/node-editor measure, CSV export, annotation-linked
Blender mesh edit operators: primitives, delete/dissolve/merge, extrude/inset/bevel/loopcut/knife/bisect/bridge/fill, subdivide/triangulate/smooth/spin, normals/seams/sharp/crease/data-transfer
Neith sovereign Metaball primitive: metaball object with ball/tube/plane/cube/ellipsoid element types, per-element stiffness/radius/energy, per-object viewport+render resolution, negative (subtractive) metaballs, iso-surface update threshold, marching-cubes-family mesh conversion, animated/parented metaballs, per-ball material binding, and slime/goo/liquid/blob use-case templates (phase 171.16)
Metaball primitive (Rust, libs/neith/dcc-metaballs, phase 171.16):
ball/tube/plane/cube/ellipsoid elements with stiffness/radius and negative
(subtractive) energy, a summed implicit field with iso threshold,
marching-tetrahedra mesh conversion, per-object resolution, and animation
with parent constraints.
Neith sovereign Blender Deform modifier library: armature LBS skinning, cast (sphere/cylinder/cuboid), curve deform, texture displace, hook, Laplacian deform, lattice trilinear, mesh-deform cage, shrinkwrap (nearest/project), simple-deform (bend/twist/taper/stretch), smooth + corrective + Laplacian smooth, surface deform bind, warp, wave, volume displace, stretch-to-surface, a custom deformer plug-in and modifier-stack evaluation-order debug (phase 173.21)
Neith sovereign Blender Generate modifier library: a real triangle/ngon mesh core with array (fit/fixed/curve), mirror+merge, simple + Catmull-Clark subdivision + multires, solidify, wireframe, skin, voxel boolean (union/difference/intersect) + voxel/quad remesh + volume-to-mesh via marching cubes, triangulate, planar/unsubdivide decimate, weld, edge-split, mask, build, screw revolve, bevel and a node-group-as-modifier binding (phase 173.20)
Neith sovereign Blender Modify modifier library: data-transfer of vertex attributes by nearest-vertex mapping, mesh-cache (MDD/PC2) and mesh-sequence-cache (Alembic/USD) per-frame vertex playback, normal-edit custom-normal control, weighted-normal (face-area/corner-angle) computation, UV project (planar/camera) and UV warp (bone-driven 2D transform), and vertex-weight edit/mix/proximity operators (phase 173.22)
Neith sovereign Multi-Object Edit mode: enter edit-mode across multiple selected objects with unified vertex/edge/face selection, cross-object world-space transforms through per-object local frames, cross-object snapping, operator propagation (bevel/inset/extrude), per-object pivot, mirror across multiple origins, per-object transform orientation, multi-object UV unwrap, and a combined multi-object undo boundary (phase 172.24)
Multi-object edit mode (Rust, libs/neith/dcc-multi-edit, phase 172.24): a
MultiEditSession over several EditObjects with unified vertex selection,
world-space transforms distributed through per-object local frames, per-object
pivot and mirror, ops propagation (extrude/inset/bevel and multi-object UV
unwrap), cross-object snap, and a combined atomic UndoStack boundary.
Neith sovereign NURBS curves & surfaces: open/closed curves of order N, u×v surface patches, per-control-point weights, knot-vector editing, surface trim curves, loft/revolve/sweep, bevel with taper, patch-to-mesh tessellation, IGES/STEP import, profile skinning/lofting, hair-guide NURBS, tangency/continuity constraints, G0/G1/G2 across patches, Bezier-to-NURBS conversion, and point-on-surface pick (phase 171.17)
NURBS curves and surfaces (Rust, libs/neith/dcc-nurbs, phase 171.17):
Cox-de-Boor basis with knot insertion, rational curves (open/closed, order
N, weights), surface patches with tessellation, trim curves,
loft/revolve/sweep/bevel operations, continuity constraint editing, and an
IGES/STEP import path plus hair-guide NURBS.
Blender operator search (F3 fuzzy spotlight), pie menus (radial 8-way), quick favourites (Q), redo/adjust-last-operator panel (F9), operator presets, macro composer
Blender transform orientations (global/local/normal/gimbal/view/cursor/parent/custom), pivot points (bbox/cursor/individual/median/active), and 3D cursor (placement, snap, rotation from normal/view, per-view-layer)
Neith sovereign Outliner + View Layers + Render Passes: hierarchical scene outliner with filtering, visibility toggles (viewport/render/select/holdout), drag-drop collection hierarchy, scene + view-layer tabs, per-collection view-layer include/exclude, render-layer material/light overrides, render-pass selection (diffuse/spec/ao/shadow/emission/vector/cryptomatte), pass output to a compositor, LPE passes, batch-rename operators, orphan/fake-user management, tree-view modes, and quick isolate/solo (phase 172.20)
Outliner + view layers + render passes (Rust, libs/neith/dcc-outliner, phase
172.20): a SceneTree collection/object arena flattened into filterable
Outliner rows with tree modes and isolate/solo, a VisibilityTable resolving
viewport/render/select/holdout through the hierarchy, drag-drop and batch-rename
collection_ops with orphan/fake-user purge, ViewLayer include/exclude with
material/light overrides, passes with exact channel layouts plus LPE and AOV
custom passes, and a compositor routing surface.
Neith sovereign Blender legacy particle system: emitter/hair particle systems with emission (count/rate/lifetime), initial velocity (normal/tangent/random/object) and rotation+angular velocity, Newtonian/keyed/boids/no-physics integration, a force-field library (force/vortex/wind/drag/turbulence/harmonic/charge/magnetic), collision response (absorb/damp/friction/bounce), Reynolds boids rules (separation/cohesion/goal/flee/follow), render modes (halo/line/path/object/collection) with children (clump/kink/roughness), bake+cache, hair edit-mode key moves, a curves-hair migration helper and legacy-blend backward compat (phase 173.31)
Neith sovereign Pose Mode depth: per-armature pose mode with bone collections/layers, a pose library, a pose blender (quaternion slerp in-betweening), pose mirror / paste-flipped, FABRIK auto-IK on chains, copy/paste pose, snap-to-rest, a pose breakdowner, and pose propagation across frames (phase 172.26)
Pose-mode depth (Rust, libs/neith/dcc-pose, phase 172.26): Armature posing
with bone collections, a PoseLibrary with copy/paste, snap-to-rest and
cross-frame propagation, a quaternion-slerp blend pose blender and
breakdowner, mirror / paste-flipped via .L/.R name flipping, and FABRIK
auto-ik on bone chains.
Neith sovereign Preferences & Keymap: searchable preferences with input/navigation/theme/viewport/save sections, a full keymap editor with remap and conflict detection, preset keymaps (Blender/Maya/Max/Industry/sovereign), gizmo/overlay and viewport defaults, auto-save + recent files + startup file, file-path defaults, add-on enable/disable with search, per-project overrides, accessibility (font scale/colour-blind), export/import bundle, and reset-to-default (phase 171.19)
Preferences and keymap system (Rust, libs/neith/dcc-preferences, phase
171.19): a searchable prefs model, a keymap editor with conflict detection,
presets (Blender/Maya/Max/industry-compatible), viewport and gizmo defaults,
auto-save/recent/startup files handling, addons enablement, per-project
overrides, and portable preference bundles.
Neith sovereign Proportional Editing: proportional toggle, eight falloff shapes (Smooth/Sphere/Root/Inverse-Square/Sharp/Linear/Random/Constant), connected-only + project-on-connected modes via mesh graph distance, radius control, proportional transforms on mesh/UV/animation-channel/weight domains, per-modifier compatibility, and a visualisation-circle overlay (phase 172.25)
Proportional editing (Rust, libs/neith/dcc-proportional, phase 172.25): the
O-key smooth-falloff transform — eight Falloff shapes (Smooth/Sphere/Root/
Inverse-Square/Sharp/Linear/Random/Constant), connected-only mode via Dijkstra
graph_distances over the mesh graph, radius-controlled apply_translation,
domains application to UV/animation-channel/weight data, and a RadiusOverlay
visualisation circle.
Neith sovereign Blender bmesh/mathutils/gpu Python APIs: a bmesh edit-mode mesh with extrude/subdivide/split operators and custom-data layers, mathutils Vector/Matrix4/Quaternion/Euler + geometry (convex hull, point-line distance) + kdtree/bvhtree/interpolate + perlin/cellular noise, a gpu module (built-in shaders, batches, framebuffer, draw state, draw-handler registry) with a bgl compatibility shim, an aud audio module, a blf font-drawing module, sandboxed whitelisted script execution and a deterministic seeded numpy-random sequence (phase 173.24)
Neith sovereign Python/Script/Info editor: a REPL over a small sovereign expression language with variables and a function whitelist, a script text editor with run-script, an info editor logging operator history, a template-script library with a marketplace link, a Rust/WASM alt-runtime descriptor, headless batch execution, autocomplete + API-symbol browser, and a statement-level breakpoint/step debugger (phase 172.27)
Sovereign Python/Script/Info editor workspace (phase 172.27,
libs/neith/dcc-python-console): a REPL, script editor with run-script,
operator-history info log, template library, API-symbol autocomplete/browser,
and a statement-level step debugger built around a small sovereign expression
language — deliberately no embedded CPython, so everything is real and testable
in pure Rust.
Neith sovereign Blender sculpt mesh-filter + scene mask: whole-mesh filters (Laplacian smooth, inflate along normal, tangential relax, seeded random, surface smooth) with directional variants, a per-vertex mask with auto-mask generators (cavity, cavity-normal, boundary, curvature, AO-approx, mesh-self by symmetry), mask expand/blur/sharpen/invert/clear, mask-slice partition, mask-extract to a new mesh, and face-sets from mask (phase 173.28)
Blender mesh selection operators: all/none/invert, box/lasso/circle, linked, similar, edge/face loop+ring, shortest path, boundary, non-manifold, grow/shrink, selection history
Blender Shader Nodes: a real evaluatable shader node graph (BSDFs, procedural textures, colour/vector ops, fresnel)
Blender snapping system: snap targets/elements, increment/grid/vertex/edge/face/volume snapping, project-to-surface, auto-merge, snap in UV/node/graph editors
Blender speaker object + sound system: 3D distance attenuation/rolloff models, directional cone gain, Doppler shift, volume/pitch keyframes, VSE sound strips, sound-from-video, audio visualisation, in-game runtime
Neith sovereign 3D Text object: font/style picker with OpenType feature tags, extrude+bevel+taper, multi-line paragraphs with alignment, text-on-curve, per-character kerning/tracking/leading, multi-language script (Latin/CJK/RTL/Indic), variable fonts (weight/width/slant), text-to-mesh conversion, text-as-curve output for motion-design, and per-glyph text animation (phase 171.18)
3D text object (Rust, libs/neith/dcc-text3d, phase 171.18): font model with
kerning and OpenType feature tags, paragraph layout
(kerning/tracking/leading/alignment), bidi script detection with RTL
reordering, variable-font axes, glyph-outline extrude with bevel/taper,
text-oncurve, and ear-clip triangulated glyphs for text-to-mesh.
Neith sovereign Texture Paint mode: UV-mapped texture canvas painting with circular falloff brushes, camera-view projection painting, stencil + clone brushes, smear/softener/blur filter brushes, mask painting, UDIM-aware tile routing, per-slot layer-stack compositing, seamless-across-UV-seam dilation, tablet pressure/tilt response, OCIO colour management, texture symmetry, and texture save/reload (phase 172.17)
Texture-paint mode (Rust, libs/neith/dcc-texture-paint, phase 172.17):
painting onto UV-mapped texture Canvases with UDIM tile routing in UdimSet,
falloff Brush dabs with tablet pressure/tilt (Stylus), mask and symmetry,
camera-view projection painting with stencil and clone brushes, smear/softener
filters plus cross-seam dilation, an OCIO-managed LayerStack with polypaint
baking, and DirtyRegion batching for GPU upload.
Neith sovereign Timeline + Pose + Camera markers: coloured/labelled timeline markers, camera markers with playback auto-switch, pose markers inside actions, cross-scene sync markers, drag/duplicate/group operators, marker filtering + panel search, beat/frame snapping (BPM<->frame), audio-beat marker import, and OpenTimelineIO marker export (phase 172.21)
Timeline + pose + camera markers (Rust, libs/neith/dcc-timeline-markers, phase
172.21): coloured/labelled Markers on a MarkerTrack with camera-marker
playback auto-switch and in-action PoseMarkers, ops for
drag/duplicate/group, filtering/search and cross-scene sync, snap with
BPM-to-frame beat grids, audio-beat import and BPM estimation, and
OpenTimelineIO marker export_otio.
Blender UV editing operators: LSCM unwrap, packing, projection, seams, UDIM
Neith sovereign Blender OpenVDB volume objects: a sparse VDB grid (density/temperature/velocity) with per-grid transform and active-voxel queries, a Volume object holding named grids with sequence import over a frame range, display modes (wireframe/slice/volumetric), cube/ball primitives, a Principled-Volume material (density->absorption/scattering + blackbody emission from temperature), NanoVDB resident-window streaming and a simulation-to-VDB bake with volume-to-mesh surface extraction (phase 173.26)
Blender viewport operators: orbit/pan/zoom/dolly, fly/walk navigation with gravity, frame selected/all, align to axis/view/active, numpad views, quad view, camera lock, clipping, roll, zoom-to-cursor
Blender workspaces: built-in task workspaces (Layout/Modeling/Sculpting/UV/Shading/Animation/Rendering/Compositing/Geometry-Nodes/Scripting), area split-tree layout, workspace-scoped tool settings, tabs filter/reorder/duplicate
Open DCC interchange verification, host profiles, migration training, and legacy script shims
HostDcc1fbxAsciiAdapter2katanaRecipeAdapter2lxoAdapter2arseFbx2arseKatanaRecipe2readLxo2writeFbx2writeLxo2InterchangeFormat12NeutralNode25NeutralScene33NeutralMaterial43TexturePort50 +24 moredh-* (14)#
Neith sovereign digital-human performance-capture animator — monocular/HMC/depth face solvers, marker hybrid, audio viseme solver, body/finger retarget, tongue/teeth solve, breath inference, clean-up tools, keyframe editor, motion-matching, gaze conditioning, emotion amplification, farm batch (phase 162.8)
Digital-human performance-capture animator (Rust, libs/neith/dh-animator,
phase 162.8), built on neith-dh-core: monocular/HMC/depth face_solve with
marker hybrid, audio viseme_solve, body_retarget and finger solving,
tongue_teeth and breath inference, motionmatch, gaze conditioning,
clean-up filters, a keyframe editor, and farm batch processing.
Neith sovereign digital-human body rig — biped/quadruped skeletons, DQS/LBS skin, muscle-bulge blendshapes, jiggle joints, volume preservation, IK (two-bone/FABRIK/CCD), full-body IK, foot placement, spine ribbon, breathing, 25-bone hands, space-switching, variant library (phase 162.5)
Digital-human body rig and deformation (Rust, libs/neith/dh-bodyrig, phase
162.5): biped/quadruped skeletons, LBS/DQS skinning, muscle-bulge
blendshapes, jiggle joints, volume preservation, two-bone/FABRIK/CCD ik
plus full-body fbik, foot placement, spine ribbon, breathing, 25-bone hands,
space switching, and a rig variants library.
Neith sovereign digital-human garment system — garment presets, cut-pattern editor with Marvelous import, stitch/seam authoring, fabric library, draping sim, fit-to-body, layering order, dynamic/kinematic switch, accessories, cloth LOD cards (phase 162.7)
Digital garment system (Rust, libs/neith/dh-clothing, phase 162.7): seven
garment presets, a 2D cut-pattern model with ASCII-DXF import (the Marvelous
binary format is a fail-loud seam), stitch/seam authoring, a fabric library,
drape simulation, fit-to-body, layering order, and cloth lod cards —
deterministic geometry and physics on neith-dh-core types.
Neith sovereign digital-human foundation — geometry, mesh, skeleton, blendshape, skinning, FACS/viseme descriptors, shared DigitalHuman asset spine (phase 162)
Shared spine of the phase-162 MetaHuman-class digital-human pipeline (Rust,
libs/neith/dh-core): dependency-free math (Vec/Quat/Mat4), triangle mesh
with UDIM UVs, skeleton bind-pose evaluation, sparse blendshape stacks,
LBS/DQS skinning, and the facs/viseme descriptor vocabulary every other
dh-* crate builds on.
Neith sovereign digital-human character creator — parametric face/body morphs, blendshape stack, diverse base presets, micro-geometry, skin-tone picker, iris/tooth/tongue detail, photo/scan fit, UDIM UV layout, preset library (phase 162.1)
Character creator (Rust, libs/neith/dh-creator, phase 162.1): parametric
face/body morph dials with calibrated ageing/dimorphism curves, a
Beer-Lambert melanin/haemoglobin skin-tone model with CIELAB/ITA
classification, Perlin-style micro-geometry, a least-squares landmark
photofit, an OBJ importscan path, and a UDIM uvlayout auto-packer — all
seeded and deterministic.
Neith sovereign digital-human likeness/consent/provenance — actor consent form + ledger, revocation, embedded watermark, usage log, age-gating, synthetic-only flag, deepfake abuse detection, per-render provenance, royalty split, ethical-use acceptance at export (phase 162.12)
Likeness, consent, and provenance governance for digital humans (Rust,
libs/neith/dh-ethics, phase 162.12): signed actor consent forms, a
hash-chained tamper-evident ledger with fail-closed queries and revocation, an
LSB-steganography likeness watermark with checksum-validated detection, an
append-only usage log, agegate and synthetic-only flags, and a royalty
split model.
Neith sovereign digital-human eye/ocular system — dual-layer cornea/iris/sclera, refractive cornea, iris parallax, limbal ring, wet-line meniscus, tears, pupil dilation, saccade jitter, vergence, blink library, gaze constraint (phase 162.3)
Ocular system (Rust, libs/neith/dh-eyes, phase 162.3): parametric
cornea/iris/sclera geometry with dual-layer shading, Snell's-law refraction
through the cornea, iris parallax, wet-line meniscus and tears, pupil
dilation, saccade jitter, vergence, and a blink library — real ocular
geometry and oculomotor dynamics, CPU-deterministic.
Neith sovereign digital-human facial rig — FACS 48 action units, per-AU blendshape library, joint+blendshape hybrid rig, correctives, ROM harness, wrinkle maps, visemes, tongue/jaw/neck kinematics, control curves, pose library, runtime stripping, sub-1ms solver (phase 162.4)
Facial rig (Rust, libs/neith/dh-facerig, phase 162.4): FACS 48-action-unit
blendshapes library, a hybrid joint+blendshape rig with correctives, a
rom range-of-motion harness, wrinkle maps, visemes, tongue/jaw/neck
kinematics, control curves, a pose library, and runtime stripping with a
sub-millisecond solver budget.
Neith sovereign digital-human retarget/library — skeleton mapping with twist hints, clip retarget with IK foot lock, proportion retarget, pose-space interpolation, Mixamo/HumanIK import, Mannequin/MetaHuman map, foot-slide fix-up, rig switcher, animation browser, runtime baking (phase 162.10)
Animation retarget and library plane (Rust, libs/neith/dh-retarget, phase
162.10): skeleton bonemapping with twist hints, clip retarget with IK foot
lock, proportion retarget, posespace interpolation, Mixamo/HumanIK
convention import and Mannequin/MetaHuman maps, foot-slide fixup, a rig
switcher, and runtime baking.
Neith sovereign digital-human runtime SDK — streaming asset loader, LOD chain + impostor, GPU skin+morph descriptors, groom/garment bind, facial runtime solver, memory budget, crowd instancing, pixel-streaming, engine + Unreal/Unity/Godot plugin descriptors, dialogue-driven anim, DCC live-preview, editor pick-tool (phase 162.11)
Runtime SDK and game integration for digital humans (Rust, libs/neith/dh-sdk,
phase 162.11): a streaming asset loader, lod chain with impostors,
gpu_skin/morph packing descriptors, groom/garment bind, a runtime
facerig_solver, memory budget, crowd instancing, and pixel_stream plus
Unreal/Unity/Godot plugin descriptors (descriptor models, not engine-linked
plugins).
Neith sovereign digital-human Ziva-class flesh sim — FEM muscle, fat soft-body, sliding skin, anatomy library, activation maps, contact deformation, learned skinning deformer, sim cache/replay, LOD sim, real-time hero option (phase 162.6)
Ziva-class flesh simulation (Rust, libs/neith/dh-sim, phase 162.6):
tetrahedral co-rotational fem muscle, fat soft body, sliding skin, an
anatomy library, activation maps, contact deformation, a learned skinning
deformer, sim cache/replay, and LOD/realtime hero options — all CPU
physics on neith-dh-core types, fully deterministic.
Neith sovereign digital-human skin material — subsurface scattering, pore normals, wetness/blood-flow/goosebumps, birthmark/tattoo/makeup layers, mesoscopic specular, aging, real-time+offline material parity (phase 162.2)
Physically-based skin material (Rust, libs/neith/dh-skin, phase 162.2):
Burley + sum-of-Gaussians sss with measured per-channel scatter distances,
Cook-Torrance/GGX specular with mesoscopic per-pore roughness, procedural
pores normal maps, wetness/bloodflow/goosebumps dynamics, and
birthmark/tattoo/makeup layers — CPU-evaluable shading math, no GPU dependency.
Neith sovereign digital-human testing/validation — skin render MSE/PSNR vs reference, FACS AU coverage check, lip-sync timing offset, real-time solver budget, retarget foot-slide RMS, MetaHuman import conformance, cross-engine export conformance, diverse-corpus validation, voice-consent ledger audit, dogfood hero build (phase 162.13)
Testing and validation suite for the digital-human stack (Rust,
libs/neith/dh-testing, phase 162.13) — a validation crate, not a runtime
feature: image_metrics (MSE/PSNR/SSIM) against references, facs_coverage
checks, lipsync timing offsets, solver_budget gates, foot_slide RMS,
MetaHuman-import and cross_engine export conformance, and a consent_ledger
audit.
Neith sovereign digital-human voice/speech bridge — per-character voice model seam, consent+watermark cloning gate, emotion TTS params, speech-to-phoneme aligner, phoneme-to-viseme, real-time NPC dialogue, multilanguage, cross-project registry, vocal-health, dubbing align (phase 162.9)
Voice and speech bridge (Rust, libs/neith/dh-voice, phase 162.9):
per-character voice models, a consent-gated + watermarked cloning path,
emotion prosody parameters, a forced phoneme aligner, viseme_mapping with
coarticulation, and dtw-based dubbing auto-alignment. Neural TTS and
voice-clone models are honestly external behind the SynthBackend seam, which
reports NotConfigured until a backend is bound.
engine-* (60)#
Unreal actor pooling subsystem: pre-warm, acquire/release with reset, per-class growth policy, thread-safe allocation, Niagara sub-emitter integration, level-unload reclaim
Neith sovereign Anim Insights & debug: per-frame anim-blueprint evaluation dump, pose-cache evolution graph, montage/notify event trail, slot-weighting history, IK solver iteration breakdown, per-frame retarget delta, Gauntlet-style auto-test harness, visual diff across builds, Phase-160 profiler integration, and regression alerting (phase 171.14)
Animation debugging and insights (Rust, libs/neith/engine-anim-insights, phase
171.14): per-frame anim-graph record dumps, posecache evolution series,
montage/notify trails with slot-weight history, a real FABRIK ik iteration
breakdown, retarget deltas, a gauntlet-style auto-test harness, cross-build
diff, and statistical regression alerting — Unreal Animation Insights +
Rewind Debugger territory.
Anim notify/montage/slot/compression runtime (UE AnimNotify + Montage + ACL-class codec parity)
Neith sovereign Asset Manager & Primary Data Asset system: primary-asset-id typing, per-type registry rules (priority tiers hero/mid/low, chunk & bundle composition, per-platform chunk overrides, per-type memory budgets), a deterministic tick-driven load/unload state machine with StreamableHandle async-by-soft-pointer loading + Preload/PreloadAll, a dependency graph with reachability queries and unreferenced/orphan/circular audits, level-transition preloading, an editor outliner snapshot and a Blueprint API facade (phase 173.1)
Sovereign Asset Manager & Primary Data Asset system (phase 173.1,
libs/neith/engine-asset-manager) — the UAssetManager/
FStreamableManager/Asset Audit equivalent with deterministic, tick-driven
streaming: primary_asset (Type:Name ids, soft-object paths), streamable
handles with priority-queue ordering, per-type budget tracking, bundles
chunk composition with platform overrides, a dependency graph with
unreferenced/orphan/cycle audit, and the registry load/tick/evict runtime plus
an editor outliner facade.
Neith sovereign Asset Validation & content linter: a rule engine mapping asset-type to rule-sets, built-in rules (naming convention, path root, file size, reference integrity, complexity), custom validator plug-ins, bulk commandlet validation, a CI gate that blocks on error-severity violations, plus localization-coverage, lightmap-density, texture-size (power-of-two + max), triangle-count/LOD and missing/reverse-reference rules (phase 173.18)
Neith sovereign Audio Modulation + Dialogue Wave: 0..1 modulation control buses driven by gameplay inputs (health/stress/velocity) through LFO/envelope/curve sources, patch+mix routing to multiple destinations (volume/pitch/eq/send) with snapshot interpolation, plus a Dialogue Wave/Voice system with context-aware line selection (speaker/listener/mood), localization + subtitle emit, proximity attenuation and bark-volume policy, sequencer modulation and a debug overlay (phase 173.13)
Unreal Blueprint graph depth: event/function/construction/interface/macro/function-library graphs, node library (cast/branch/loops/switch/math/struct/delegate/timer/flow-control), bytecode compile + VM, breakpoint/watch/callstack debug
Neith sovereign gameplay + cinematic cameras: CineCamera physical lens (focal/aperture/filmback -> FOV + depth-of-field hyperfocal/near/far), a lens database, autofocus (manual/continuous/object) with rack-focus keyframes, a gameplay camera rig with behaviour modes (follow/orbit/boom/POV/dolly), critically-damped SmoothDamp damping/spring/leash, soft collision pull-back, aim-assist + auto-frame, a Cinemachine-class virtual-camera library, a shake/recoil/impulse library, shot-composition rules (thirds/headroom/look-room), a multi-camera director with eased cut/blend, and a Live-Link VirtualCamera bridge (phase 172.5)
Gameplay + cinematic cameras (Rust, libs/neith/engine-cameras, phase 172.5): a
physical CineLens (focal/aperture/filmback to FOV plus hyperfocal DOF) with a
LensDatabase, autofocus + rack-focus keyframes, rig behaviours
(follow/orbit/boom/POV/dolly), critically-damped smooth_damp + leash
damping, soft collision pull-back, thirds/headroom/look-room composition
with aim-assist, a ShakeMixer oscillator library, a multi-camera
CameraDirector with eased cut/blend, and a Cinemachine-class CameraBrain
vcam with a LiveLinkFeed bridge.
Neith sovereign Chooser Tables & data-driven selection: chooser-table asset with if-context-then-pick rows, composite tag/boolean/range conditions, randomised/weighted choosers, chain choosers (pick-of-pick), debug trace of the firing row, hot-reload, anim/vfx/audio/ai use-case adapters, CSV/JSON data-table import, and StateTree/BehaviorTree/anim-graph integration hooks (phase 171.10)
Chooser tables and data-driven selection (Rust, libs/neith/engine-chooser,
phase 171.10): a table asset of if-context-then-pick rows with composite
conditions (tag/bool/range), first-match, weighted and chained evaluation with
a debug trace, hotreload, CSV/JSON import, and StateTree/BT integration
adapters — Unreal's Chooser Table plugin as a sovereign model.
Neith sovereign Common UI depth: an action-bar with localised input display, a widget activation stack, directional focus routing (D-pad/stick spatial nav), a platform input-prompt glyph library, pillarbox/safe-zone layout, localisation-aware text+images, global style-preset themes with hot-reload, push/pop screen navigation with back-stack + breadcrumb, modal/toast/drawer overlays, virtual-keyboard prompts, screen-reader annotations, gamepad/mouse/touch input parity, and high-contrast/large-text accessibility modes (phase 172.12)
Common-UI depth (Rust, libs/neith/engine-commonui, phase 172.12): a
gamepad-first UI framework — D-pad/stick spatial FocusRouter over Widget
rects with gamepad/mouse/touch parity, a ScreenStack activation stack with
back-stack + breadcrumb, a platform input-PromptLibrary and virtual keyboard,
a localised ActionBar over LocTables, hot-reloadable Themes with
high-contrast/large-text Accessibility modes, pillarbox/safe-zone layout,
and modal/toast/drawer OverlayManager with screen-reader annotations.
Unreal Composure in-engine compositing: layer stack, CG/media/transform-pass layers, chroma/luma key, garbage matte, transform/warp pass, OCIO per layer, AOV output, nested layers, real-time scrub
Neith sovereign Concert multi-user editor: session server with client-server and peer-to-peer topologies, per-user presence (cursor/camera-follow/selection/ping/annotation/VR pose), transaction-based CRDT-safe edits (Lamport-clocked LWW registers + add-wins OR-set that converge regardless of merge order), conflict detection + resolution, per-user roles and permissions, session persistence + replay, per-edit change log / blame, voice+chat bridge, source-control handoff, remote DCC/engine bridge, and security audit with data-residency tagging (phase 172.7)
Concert multi-user editing (Rust, libs/neith/engine-concert, phase 172.7):
collaborative scene editing on convergent CRDTs — a Lamport Clock,
LwwRegister + add-wins OrSet, a transaction-based Document, a Session in
client-server or peer-to-peer topology, presence
(cursor/camera-follow/selection/ping/VR pose), roles + Permissions, a
ChangeLog with blame, persistence and replay, and a ConflictDetector. All
in-process models: the chat/voice ChatBridge is a message log + membership set
(no audio transport), and the RemoteBridge DCC/engine bridge is a
host-provided-transport seam that fails loud when disconnected.
Modular Control Rig, IK Rig and IK Retargeter runtime (phase 173.7)
Neith sovereign Data Registry + data-driven CVars: a registry asset federating multiple data sources (local table / remote feed / compute) with compound primary-key lookup, a TTL+LRU cache with invalidation policy, an async fetch API, data-driven console variables bound to registry values, a console CVar explorer with search/filter, an audit log of live CVar changes, LiveOps remote-config cross-reference, and runtime hot-reload (phase 172.13)
Data registry + data-driven CVars (Rust, libs/neith/engine-data-registry,
phase 172.13): a DataRegistry federating LocalTable/RemoteFeed/
ComputeSource data sources with CompoundKey lookup, an LRU + TTL
RegistryCache with revision invalidation, an AsyncFetch state machine, and a
CVarSystem of data-driven console variables with explorer search, a change
audit log and hot-reload. The remote feed is snapshot-fed from the LiveOps plane
and fails loud (NotConfigured) until a snapshot is applied — no network fetch
of its own.
Neith sovereign Dataflow node-graph runtime (UE 5.4+): strongly-typed multi-kind values (float/int/bool/vec3/string/mesh/geometry-collection) with edit-time type-checked connections and topological compilation, runtime evaluation with a context, a node library (math/vector/string/mesh/particle/audio), pure-vs-impure node semantics, reusable sub-graph/macro nodes, cook-time constant folding of pure branches and a Chaos geometry-collection integration (fracture/transform nodes) (phase 173.14)
Neith sovereign DMX/ArtNet/sACN lighting control: DMX universe+patch model, fixture-definition library, ArtNet (ArtDMX/ArtPoll) in/out packet codec, sACN E1.31 data-packet in/out codec, MIDI<->DMX and OSC<->DMX bridges, DMX output from a sequencer timeline, a DMX recorder for playback, virtual scene fixtures (movers/par/beam/haze/LED wall), GDTF+MVR import, lighting-board show import, live-stage previsualisation state, timecode-locked cue playback, and a DMX pattern generator (strobe/chase/FX) (phase 172.6)
DMX / Art-Net / sACN lighting control (Rust, libs/neith/engine-dmx, phase
172.6): a headless model + codec crate — a 512-channel DmxUniverse with
overlap-guarded patching, a FixtureDefinition library with 8/16-bit channels,
byte-exact ArtDmx/ArtPoll and SacnDataPacket E1.31 codecs, MIDI-to-DMX and
OSC bridges, a timecode-locked CueList sequencer, delta-compressed
DmxRecorder playback, previs fixture-state decoding, lighting-board show
import, and strobe/chase/sine patterns. It encodes and decodes the wire
protocols but does no live network output, and GDTF/MVR import is a fail-loud
archive seam.
Unreal procedural foliage: spawner volume + ecological-competition placement, foliage type asset, exclusion volume, ISM/HISM with LOD, per-instance data, paint/fill/erase brush, density layers, wind, seasonal biome, PCG convert
Unreal Game Features + Modular Gameplay (Lyra-class): feature plugin architecture, runtime activate/deactivate, dependency graph, per-feature actions, experience assets, pawn data, game phases, A/B activation, LiveOps remote-config gating
Neith sovereign GameplayTags hierarchical taxonomy: dotted A.B.C.D tag table, .ini + data-table tag sources, tag containers with add/remove/query, a query DSL (Any/All/None/MatchExact), a relationship map (blocked-by/cancelled-by), an editor tag picker with search, tag rename/redirect migration, reference counting, per-tag source tracking, localised display names, per-tag metadata (description/colour), runtime tag-set replication deltas, and integration hooks for Smart Objects / StateTree / Chooser (phase 172.2)
GameplayTags hierarchical taxonomy (Rust, libs/neith/engine-gameplay-tags,
phase 172.2): dotted GameplayTags with partial hierarchical matching in a
validated table with ref-counting and per-tag source tracking, .ini +
data-table sources, a TagContainer with an Any/All/None/Exact + And/Or/Not
TagQuery DSL, a block/cancel RelationshipMap, a fuzzy-ranked editor
picker, rename RedirectMap migration, localised TagMeta, replication
TagDeltas over a TagDictionary, and Smart-Object/StateTree/Chooser
integration hooks.
Neith sovereign Gameplay Ability System depth: attribute sets with base/current-value aggregation (add/multiply/divide/override), instant/duration/infinite/periodic gameplay effects with stacking (none/by-source/by-target), magnitude calculation (scalable curve/set-by-caller/custom execution), gameplay cues with FX+audio binding and local/replicated execution, ability->tag->effect chains with cooldown/cost gating and activation-failure tags, predictive client activation with server rollback, per-attribute level-scaling curves, a GAS debugger overlay, and save/restore across levels (phase 172.3)
Gameplay Ability System depth (Rust, libs/neith/engine-gas, phase 172.3): an
AttributeSet with base/current-value aggregate (add/multiply/divide/
override), GameplayEffects with instant/duration/infinite/periodic policies,
stacking and scalable-curve/set-by-caller/custom-execution Magnitudes, a
CueRouter binding gameplay cues to FX/audio with local/replicated scope,
Ability chains gated by cooldown/cost with activation-failure tags, a
PredictiveAsc for client prediction with server rollback, level-scaling
Curves, a GasSnapshot debugger overlay, and AscSaveState persistence
across levels.
Neith sovereign Alembic/VDB geometry-cache playback: per-frame vertex-position + topology mesh caches (constant + changing topology, point caches, mesh sequences), per-vertex motion-vector/velocity computation, base+delta-frame compression with quantisation, a streaming resident-frame window, a LOD chain, a sequencer track with retime/speed scrubbing and per-sub-mesh material assignment, a VDB volume-density cache, and a USD time-sampled-points equivalent cross-referencing the sim (157) and export (138) phases (phase 173.9)
Neith sovereign Enhanced Input System: Input Action assets (digital/analog 1D-2D-3D), Input Mapping Contexts with priority stacking, a modifier pipeline (dead-zone/smooth/negate/swizzle/response-curve/to-world-space), a trigger pipeline (pressed/released/held/tap/hold-and-release/chord/pulse), keyboard/mouse/gamepad/touch device binding, runtime rebinding, platform-aware binding sets, accessibility remaps (hold-to-toggle, one-button macros), per-seat local-multiplayer input, haptic + force-feedback curves, script-binding descriptors, and input record/playback for QA (phase 172.1)
Enhanced-input system (Rust, libs/neith/engine-input, phase 172.1): input
action assets and mapping contexts with priority stacking in subsystem, a
modifiers pipeline (dead-zone/smooth/swizzle/response-curve), a triggers
pipeline (tap/hold/chord/pulse), device keys models, runtime rebinding,
accessibility options, and input record/replay.
Unreal Interchange framework: translator->node-graph->factory->asset pipeline, format translators (FBX/OBJ/glTF/USD/Alembic/etc), factories (mesh/texture/material/skeleton/anim/LOD), per-import override, pre/post hooks, re-import edit preservation, skeleton auto-map, material auto-match, LOD gen, bulk wizard
IoStore/Pak containers, Zen DDC, and the cook pipeline — sovereign UE-parity packaging & derived-data
Neith sovereign Landscape Editor depth: heightfield with sculpt tools (raise/lower/smooth/flatten/ramp/noise/thermal+hydraulic erosion), layer/material weight painting with blend masks, 16-bit heightmap import/export, terrain-carving splines (roads/rivers), decimation/retopo, streaming landscape proxies with component/tile sizing, Nanite/virtual-heightfield tessellation, physical materials, grass-type scatter, procedural masks (slope/altitude/biome), copy/paste regions, erosion-simulation preview, and hero-hand-edit over a procedural base (phase 172.16)
Landscape-editor depth (Rust, libs/neith/engine-landscape, phase 172.16): a
metres-valued Heightfield substrate with sculpt brushes
(raise/lower/smooth/flatten/ramp/noise), thermal-talus + hydraulic-droplet
erosion simulation, weight-layers painting, 16-bit .r16 heightmap I/O,
Catmull-Rom terrain-carving splines, LOD decimate with RMS error, streaming
proxy tiles, screen-error nanite tessellation, dominant-layer physical
materials, mask-gated grass scatter, slope/altitude masks, and copy/paste
editops with hero-hand-edit over a procedural base.
Neith sovereign Level Instances & Packed Level Actors: reusable sub-level actors, packed-level static-mesh baking, nested instances with override, edit-in-place/break/reimport, per-instance parameter overrides, World Partition streaming tie-in, HLOD sub-level participation, data-layer integration, one-file-per-instance serialisation, and Blueprint/Verse hook points (phase 171.3)
Level instances and packed level actors (Rust,
libs/neith/engine-level-instances, phase 171.3): reusable sub-level
instances with per-instance overrides, packed static-mesh baking into
instanced batches, nested instances with override propagation,
worldpartition streaming-cell assignment, hlod proxy generation, and
datalayer gating.
Neith sovereign Level Snapshot & editor workflow: capture a level's actor/property state to a snapshot, diff a snapshot against the current level (added/removed/modified actors and per-property value changes), partial restore of selected actors or properties, include/exclude filters, runtime restore, snapshot versioning with migration, a diff viewer report, multi-user concert snapshot broadcast and a sequencer restore-state track (phase 173.17)
Neith sovereign Rect/Disc/Tube/IES lights: rectangular/disc/tube area emitters, mesh-emissive area-light sampling, IES photometric profile load + preview, per-light gobo source textures, barn-door/spot masks, falloff-exponent and attenuation-radius editor, path-tracer light importance sampling with MIS, and a light-mixer panel with groups (phase 171.6)
Area and photometric lights (Rust, libs/neith/engine-lights, phase 171.6):
rect/disc/tube area emitters with solid-angle sampling, mesh-emissive light
sampling, ies profile loading with polar preview, gobo projection,
barndoor/spot masks, falloff editing, and pathtrace importance sampling
with MIS, plus a light-mixer console model.
Neith sovereign Hot Reload / Live Coding / scripting: native hot-compile function patching with stack-unwind safety, Blueprint/Verse/shader hot reload with dependency-graph invalidation, Python and Rust editor-scripting command registries, an editor utility-widget library, a scripted-pipeline batch tool, and an on-file-change watcher (hash+mtime diff) (phase 172.15)
Hot reload / live coding / editor scripting (Rust,
libs/neith/engine-livecoding, phase 172.15): a FileWatcher (hash + mtime
diff), a LiveCoding session that models the native patch table and call stack
— refusing to patch symbols with live frames (PatchError::OnStack), the Unreal
Live Coding safety constraint — plus a ReloadGraph cascading
Blueprint/Verse/shader reloads through dependency invalidation, a ScriptHost
command registry with UtilityWidgets, and a scripted batch Pipeline. Honest
scope: it models patch lifecycle and safety, it does not rewrite real machine
code.
Neith sovereign Localization Framework: FText/LOCTEXT-equivalent localizable text with namespace/key identity and source-hash invalidation, string-table assets, a gather pipeline over source/asset/metadata, PO/XLIFF/CSV export-import round-trips, ICU-style plural (CLDR one/few/many/other) + gender + context selection, locale-aware number/date/time formatting, RTL/bidi ordering, per-locale fallback chains, per-culture asset variants, subtitle/dialogue localization, a translation-memory fuzzy matcher, glossary/style-guide checks and a cost+progress dashboard (phase 173.3)
Neith sovereign Large World Coordinates: double-precision world transforms with f32 parity, floating-origin rebasing, precision-rebasing near camera, double-precision physics & skeleton paths, camera-relative render translation, 64-bit coordinate network compression, double-precision serialisation/USD interop, planetary-scale tiled coordinates for Lumen/Nanite, and a Keplerian solar-system demo (phase 171.2)
Large-world coordinates (Rust, libs/neith/engine-lwc, phase 171.2): an f64
world substrate — dvec vectors with f32 parity, f64 TRS transforms with
split-precision upload, floating-origin rebasing near the camera, an f64
symplectic physics path, camera_relative translation for the f32 renderer,
and quantised netcompress delta compression of 64-bit coordinates.
Neith sovereign Material Functions / Layers / Parameter Collections: a typed material node graph (constants, parameters, add/multiply/lerp/one-minus/dot/saturate/texture-sample and a custom HLSL/WGSL expression node backed by a real shunting-yard evaluator) with topological evaluation, reusable Material Function subgraphs and a function library, Material Layer + Layer-Blend assets and a layer-stack (Substrate-style) compositor, global Material Parameter Collections with runtime updates, constant + dynamic Material Instances with per-instance overrides, preview meshes, a shader-permutation visualiser, material LOD and content-hash hot-reload (phase 173.5)
Unreal math library: FVector/FQuat/FRotator/FTransform/FBox/FSphere, FMath interp, noise, curves, splines, convex hull, ray intersection, FRandomStream
Neith sovereign Mesh Distance Fields & Global DF: per-mesh signed distance field generation, global composited scene DF, heightfield SDF, distance-field ambient occlusion & soft shadows, sphere-trace DF ray trace, SDF streaming/LOD, SDF-based VFX particle collisions, SDF hair self-shadow, and an SDF debug visualiser (phase 171.8)
Mesh distance fields and global distance field (Rust, libs/neith/engine-mdf,
phase 171.8): mesh-to-SDF generate baking, a composited global scene field
with sphere tracing, landscape heightfield SDFs, cone-traced ao and penumbra
soft shadows, VFX particle collision, and SDF streaming/LOD — the
software-raytracing substrate of the renderer.
Neith sovereign MegaLights many-light renderer: ReSTIR-DI stochastic sampling with temporal & spatial resampling, per-light importance scoring, hundreds of shadow-casting lights at real-time cost, Lumen diffuse-GI integration, native rect/disc/tube area emitters, IES profile sampling, translucent/hair/skin material compatibility, and a reference-to-low-end quality dial (phase 171.4)
MegaLights-class many-light renderer (Rust, libs/neith/engine-megalights,
phase 171.4): a ReSTIR direct-illumination integrator (restir) with
weighted-reservoir RIS and temporal/spatial reuse, per-light importance
scoring with CDFs, point/spot/rect/disc/tube light sampling, ies profiles,
and skin/hair/translucent materials BSDFs — validated against a reference
estimator.
Neith sovereign ML Deformer + Deformer Graph: a real MLP neural model (linear layers, ReLU/tanh, deterministic seeded init) trained by backprop+SGD to map a skeletal pose to per-vertex deformation deltas (muscle bulge), a per-character model pack with quality/speed tiers and asset-reimport delta rebuild, a cloth pre-roll approximator, and a Deformer Graph node chain (linear-blend-skin, morph-target blend, ML deform, custom compute) applied over a pose with rig integration, deformation debug visualisation and cross-platform determinism (phase 173.8)
Neith sovereign in-editor Modeling Mode + Geometry Script: direct mesh editing and a 200+ named-node primitive/boolean/deform/retopo/UV/attribute/bake library sharing one headless cook IR (phase 171.7)
In-editor modeling mode and geometry script (Rust, libs/neith/engine-modeling,
phase 171.7): an editable indexed mesh with an extrude/inset/bevel/knife
toolkit, polyedit selection and transforms, SDF-voxel mesh booleans,
shrinkwrap retopo, planar/box/cylindrical uv unwrap with shelf packing, and
a headless composable geoscript surface. Its stable node_library exposes
more than 200 unique primitive, selection, topology, Boolean, deform, retopo,
UV, attribute, bake, and query nodes; named invocations lower into the same cook
IR used by visual and text scripting, and the parity corpus executes every node.
Neith sovereign Motion Design mode for broadcast/mograph: grid/linear/radial cloners with effectors, plain/random/step/noise effectors, shape/linear/spherical/random/spline fields, spawner/sequencer integration, animated spline paths, a motion-design template library, a broadcast-output bridge, text-on-path/kinetic typography, and Cinema4D MoGraph import (phase 171.12)
Cinema4D-MoGraph-class motion-design toolkit (Rust,
libs/neith/engine-motion-design, phase 171.12): grid/linear/radial cloners,
plain/random/step/noise effectors modulated by fields, animated Catmull-Rom
spline paths, spawner/sequencer time integration, text-on-path kinetic
typography, a templates library, and a broadcast-output bridge.
Neith sovereign Mover (UE 5.4 CMC replacement): pluggable movement modes (walking/falling/swimming/flying/custom) with deterministic fixed-step simulation, dynamic move input, standing/crouching/prone stances, slope-clamp + step-up logic, client prediction/reconciliation with input-replay rollback and configurable net quantisation, a mantle/climb/vault parkour library with authoritative root-motion, mover-vs-physics impulse exchange, a vehicle mover subclass, a per-mover debug overlay and a Blueprint API (phase 173.10)
Neith sovereign Movie Render Queue + Movie Render Graph: job queue with shots/ranges/versioning, render-settings stack (deferred/path-traced/custom pipelines, temporal+spatial sampling, warm-up frames, shutter-angle motion blur), cinematic anti-aliasing sample accumulation, output formats (EXR multilayer/JPG/PNG/ProRes/DNxHR) with filename-token versioning, OCIO view/display/ACES colour transforms, Cryptomatte (MurmurHash3) + object/material ID passes, AOV/LPE light-group passes, deferred AOV denoise+composite, resume-failed-frame executor, render-farm frame distribution, and a node-based Movie Render Graph with per-shot branching and variable inputs (phase 172.4)
Movie Render Queue + Movie Render Graph (Rust, libs/neith/engine-mrq, phase
172.4): a serde-scriptable RenderJob queue with shots/ranges/versioning, a
RenderSettings stack with preset library, temporal + spatial Accumulator
sampling with Halton sequences, shutter-angle motion blur and warm-up frames,
OCIO/ACES ColorPipeline transforms, MurmurHash3 cryptomatte_id + ID/AOV
passes with denoise + composite_over, filename-token NameTemplate output
versioning, a resume-failed-frame executor with farm distribute, and a
node-based RenderGraph with per-shot branching and variable inputs.
Neith sovereign Mutable character customisation: a customisation-object definition with typed parameters (enum/bool/scalar/colour) and morph-target dials, mesh-section swapping (armour/clothing/body) with auto-generated LODs, layered texture composition (tattoo/logo/paint) with real blend modes and mip streaming, a conditional/random/enum node graph resolving parameters deterministically, runtime compile+cook to a final character descriptor with live preview, preset import/export, save/load and avatar photo-sharing, cross-referencing the MetaHuman (162) and Aglaea-fashion (34) pipelines (phase 173.11)
Unreal Niagara Data Channels (typed broadcast bus, publisher/subscriber, replication, schema hot-reload) + Rewind Debugger (timeline capture, per-actor scrub, property history, event timeline, A/B compare, auto-capture on error)
Neith sovereign PCG Biome Core: biome definitions keyed on climate/elevation/slope, a species library (tree/shrub/rock/ground) with per-species per-biome density curves, exclusion rules (water/path/building), blend zones between biomes, seasonal/time-of-day variation hooks, ecological canopy-dominance competition, streaming partitioned scatter, and editable mask painting inside a biome volume (phase 172.11)
PCG biome core (Rust, libs/neith/engine-pcg-biome, phase 172.11):
ecologically-plausible scatter from a declarative description —
BiomeDefinitions keyed on climate/elevation/slope/moisture with fuzzy
suitability, a SpeciesLibrary with per-species per-biome DensityCurves,
water/path/building ExclusionMask geometry, normalised blend_weights between
biomes, canopy-dominance competition culling, deterministic SplitMix64
streaming-partitioned ScatterScene with seasonal/time-of-day hooks, and an
editable PaintMask.
Neith sovereign Pose Search / Motion Matching: pose database with motion features (velocity/trajectory/body-part), weighted K-NN nearest-pose search, kd-tree ANN index, trajectory prediction, inertialization blend-out/overshoot control, motion-warping layer, author-time database builder, runtime streaming DB, and a scored-candidate debug viewer (phase 171.11)
Pose search / motion matching (Rust, libs/neith/engine-pose-search, phase
171.11): a pose database of motion feature vectors with channel-weighted
K-NN cost, a kdtree ANN index, spring-damper trajectory prediction,
inertialization blend-out with overshoot control, and a motion-warp layer —
Unreal's Pose Search plugin as a sovereign runtime.
Unreal project settings + editor preferences + plugin manager: ini-driven settings with live apply, per-platform overrides, search/favourite, keyboard shortcut editor, theme editor, plugin enable/disable/version, settings diff/rollback, export/import
Neith sovereign Remote Control Preset + Web Remote: property exposure presets with typed metadata (ranges/steps/groups), a REST+WebSocket command dispatch for get/set/batch (live-edit while running), auto-generated web-remote UI widgets (sliders/toggles/dropdowns/groups), bidirectional OSC address mapping, MIDI control-surface binding with 7-bit scaling, role-based auth + per-property ACL, an audit log of remote changes, and preset export/import (phase 172.9)
Remote Control preset + web remote (Rust, libs/neith/engine-remote, phase
172.9): a RemoteControlPreset exposing properties with typed PropMeta
(ranges/steps/groups), a RemoteEndpoint dispatching get/set/batch
Request/Response commands through role-based Acl and an AuditLog,
bidirectional OSC + 7-bit-scaled MIDI BindingRouter, auto-generated web-UI
Layout widgets, and preset export/import. The REST/WebSocket transport is
host-provided — this crate models the message layer and is testable without a
socket.
Neith sovereign Push-Model replication + Demo Recorder + Online Services v2: opt-in per-property dirty-flag push replication with conditional push filters (owner-only/skip-owner/initial-only), a replication-graph with spatial-grid and always-relevant macro-blocks gathering per-connection relevant actors, a demo recorder that captures the replication stream with per-frame checksums for anti-cheat verification plus replay scrub/fast-forward/filter/highlights, and an Online Services v2 layer (auth/friends/achievements/leaderboard) with a sovereign in-memory backend and cross-backend (Steam/EOS/sovereign) selection with fail-loud unconfigured seams (phase 173.19)
Neith sovereign Runtime Virtual Textures: virtual-texture atlas with feedback/paging, disk streaming with prefetch, on-the-fly RVT rendering, multi-layer RVT types (base colour/normal/height/mask/world-height/displacement), landscape blend, decal and weather/footprint accumulation, writer & reader materials, and a memory-budgeted LRU tile eviction policy (phase 171.5)
Runtime virtual textures (Rust, libs/neith/engine-rvt, phase 171.5): a virtual
page table and physical atlas with GPU-style feedback and LRU cache
paging, disk streaming with neighbour prefetch, multi-layer RVT tile types
(colour/normal/height/mask), landscape terrain blend, and decal/weather
accumulate writers.
Neith sovereign foliage/landmass/water depth: foliage volume with per-instance LOD, hierarchical instanced static mesh (HISM) clustering, grass-type painting, spline-driven landmass landscape edits, ocean/lake/river/island water bodies, Gerstner wave displacement, underwater post-process, shoreline foam & wetness, Fluidflux-style river streaming, and a seasonal/hydraulic-erosion simulation driver (phase 171.15)
Open-world scale systems (Rust, libs/neith/engine-scale, phase 171.15):
foliage volumes with per-instance LOD and HISM clustering, grass density
painting, spline-driven landmass edits over a shared heightfield, water
bodies with gerstner wave displacement, shoreline foam, underwater
post-processing, and hydraulic erosion.
Neith sovereign Sequencer bindings, tracks & rails: possessable + spawnable bindings with metadata/tags and per-shot binding overrides, cubic-Hermite keyframe curves with tangents and Penner easing, track types (camera-cuts/camera-rig-rail, skeletal-animation, audio + sub-sequence, event/trigger, transform/visibility/material, live-link), nested subsequence editing under a master-sequence root, and level-snapshot + MRQ render-range integration (phase 173.16)
Neith sovereign Smart Objects & gameplay interactions: smart-object assets with interaction slots and animations, claim/perform/release interaction lifecycle, multi-slot occupancy, AI gameplay-interaction system, hierarchical gameplay-tag query/filter, utility-AI scoring, StateTree controller integration, player interaction prompts, network replication of claims, and runtime spawn/despawn lifecycle (phase 171.9)
Smart objects and gameplay interactions (Rust,
libs/neith/engine-smart-objects, phase 171.9): smart-object assets with
interaction slots, a claim/perform/release interaction lifecycle with
occupancy tracking, hierarchical gameplay tags with query, utility-AI
scoring, an ai selection loop, and a runtime registry plus replication
hooks.
Unreal source control: provider API (Perforce/Git-LFS/Plastic/SVN/sovereign-forge), checkout/submit/revert, changelists, status icons, three-way blueprint merge, structured asset diff, lock, offline reconcile, swimlane, CI hooks
Neith sovereign StateTree & BehaviorTree convergence: hierarchical finite-state + utility hybrid, selector/sequence/parallel composites, task/condition/transition nodes, global/local blackboard scope, event listeners, EQS + smart-object integration hooks, an active-path debug visualiser, live editing, profiling hooks, and a template library (patrol/flee/forage/formation) (phase 171.13)
StateTree/BehaviorTree convergence (Rust, libs/neith/engine-state-tree, phase
171.13): a hierarchical FSM + utility + BT runtime — selector/sequence/
parallel/task/condition nodes, a global/local scoped blackboard, events
listeners, EQS and smart-object integration hooks, live-editable tree
instances, profiling, and a behaviour templates library.
Neith sovereign Subsystem Framework (Engine / Game-Instance / World / Local-Player / Editor scopes): a subsystem lifecycle state machine with should-create gating, inter-subsystem dependency declaration with Kahn topological init ordering + cycle detection, a subsystem collection that auto-registers by scope and initializes in dependency order (reverse on teardown), hot-reload that deinitializes and re-initializes preserving order, a Blueprint/Verse access facade and per-subsystem init/tick profiling (phase 173.15)
Neith sovereign Switchboard + Stage Monitor: VP-cluster orchestration with per-node lifecycle state machine (remote launch/kill/restart), per-node OSC/gRPC state query, live diagnostic health dashboard, a stage-monitor of per-frustum/per-panel status, GPU/CPU/RAM/thermal telemetry with health scoring + cluster rollup, cross-node log-tail aggregation, camera-tracking stream health (jitter/dropout/latency), unified take-recorder control, and a preflight checklist evaluator (phase 172.8)
Switchboard + stage monitor (Rust, libs/neith/engine-switchboard, phase
172.8): VP-cluster orchestration — a per-ClusterNode lifecycle state machine
(Offline/Launching/Online/Stopping/Error) rejecting illegal transitions,
GPU/CPU/RAM/thermal Telemetry with health scoring and cluster_rollup, a
per-frustum/per-panel StageMonitor, camera-tracking TrackingStream health
(jitter/dropout/latency) with a LogAggregator, a unified TakeRecorder, and a
Preflight checklist evaluator. Launch/kill commands drive the state machine;
no real remote processes are spawned.
Neith sovereign Gauntlet + functional testing + automation: a tiered test harness (smoke/integration/e2e), functional-test actors with in-level assertions, golden-image screenshot compare (PSNR/MSE), a perf-regression harness (frame-time percentiles + memory vs baseline), replay-based regression, deterministic test mode (seeded RNG + locked clock), a report/triage aggregator with JUnit export, a flakiness detector, content-validation rules (naming/complexity/path), gameplay-tag coverage, a property/fuzz harness with shrinking, and chaos/network-partition testing (phase 172.14)
Gauntlet-class automation framework (Rust, libs/neith/engine-testing, phase
172.14) — the engine's test framework, not a conformance suite: a tiered
TestHarness (smoke/integration/e2e) with functional-test Assertions,
golden-Image PSNR/MSE compare, PerfCapture frame-time percentiles vs budget
baselines, a DetRng + LockedClock + Replay determinism mode, a shrinking
property/fuzz harness with ChaosCluster network-partition testing,
content-validation rules with gameplay-tag coverage, and a TriageReport
aggregator with FlakinessTracker and JUnit export.
Neith sovereign Verse-class scripting: strongly-typed concurrent language with failure-aware flow control, structural subtyping + effect annotations, deterministic transactional VM, spawn/race/sync async, sandboxed resource quotas, hot-reload with state migration, live REPL, Blueprint-class visual surface targeting the same IR, host bindings, static-analysis distribution gate, and a debug stepper (phase 171.1)
Verse-class scripting stack (Rust, libs/neith/engine-verse, phase 171.1): a
strongly-typed, concurrent, failure-aware language — lexer/parser/check
front-end, ir compilation, a sandboxed transactional vm with resource
quotas, hotreload with state migration, a live repl, a Blueprint-class
visual scripting surface targeting the same IR, and a static-analysis
distribution gate.
Neith sovereign Visual Logger + Gameplay Debugger: a time-indexed record timeline of per-actor log channels carrying world-space debug primitives (sphere/box/capsule/arrow/line/text), binary-search scrubbing and frame-step forward/back, category toggles (AI/behavior/perception/nav) and tag/actor/category filters, an AI reasoning (behavior-tree decision) overlay, a gameplay-debugger HUD snapshot, multi-session compare, remote/standalone sessions, screenshot+camera-state capture, savable bug-report log packs, crash/profiler integration hooks and automated-QA attach (phase 173.4)
Neith sovereign Virtual Scouting + Live Link XR: VR scout camera with headset+controller poses, in-VR measure/annotate/markup, walk/fly/teleport locomotion with snap-turn and grid snapping, snap/stencil/grid overlays, scout-take recording, storyboard-frame extraction, scout-cam to Sequencer keyframe export with tolerance reduction, Live Link XR tracker input (Vive/OptiTrack/generic pucks) with timecode, custom object/prop tracking, and body/full-body inside-out skeleton streaming (phase 172.10)
Virtual scouting + Live Link XR (Rust, libs/neith/engine-vr-scout, phase
172.10): a ScoutCamera with walk/fly/teleport Locomotion, snap-turn and
GridOverlay snapping, in-VR Measurement/Annotation/Markup, a ScoutTake
recorder with storyboard-frame extraction and tolerance-reduced Sequencer
keyframe export, and a LiveLinkXr ingest model for Vive/OptiTrack/generic
TrackerSamples with timecode, prop tracking, and full-body BodyPose joint
streaming.
forge-* (11)#
Whiteboard and diagramming primitives (Rust, libs/neith/forge-board) — a
single-file ~11K-line crate (233 pub fns, 105 tests) of typed board operations:
BoardRect/CanvasTileCoord geometry, sticky notes (StickyNoteColor), and
CaptureExport region/format export planning.
Forge 2D shared foundation — document graph, canvas, color, and plugin host for the Forge 2D creative suite
Forge 2D shared foundation (forge-core/crates/forge-doc-graph): currently
the hierarchical Forge document node graph (134.1.1.1) — doc.rs, layer.rs,
transform.rs. The package description scopes Forge to "document graph, canvas,
color, and plugin host," but the present, implemented crate is the document
graph (~4K LOC); the broader canvas/color/plugin-host pieces are not yet in
this entity.
Font-editor primitives (Rust, libs/neith/forge-fonts) — a single-file
~10.7K-line crate modelling glyph outlines (Glyph, GlyphContour,
GlyphNode), FontMetrics and guides, and auto-hinting (AutoHintOptions,
stem-hint orientation) with per-operation tests.
Generative-imaging workflow primitives (Rust, libs/neith/forge-genimaging,
~3.7K lines): typed models and operations for text-to-image canvases
(TextToImagePrompt, GenerationSettings, DiffusionSampler), masked
GenerativeFillRequests, reference images, and canvas expansion — the workflow
layer only; diffusion model inference is not in this crate.
Icon and brand-asset primitives (Rust, libs/neith/forge-icon, ~2.2K lines):
PixelGrid icon templates across standard IconSizes, SVG optimisation
(SvgOptimizeOptions), icon-font builds (IconFontBuild), and multi-density
raster export planning (RasterExportPlan).
Interactive motion-graphics primitives (Rust, libs/neith/forge-motion, ~3.2K
lines): keyframed VectorTimelines with Easing, animated-property tracks, and
a Rive-style interactive StateMachine with StateInputs and condition-guarded
StateTransitions.
Photography catalog and RAW workflow primitives (Rust, libs/neith/forge-photo)
— a single-file ~12.6K-line crate (202 pub fns, 120 tests):
ImportSource/PhotoAsset catalog operations plus USB and Wi-Fi tethering
session/capture models (UsbTetherSession, WifiTetherProtocol) — typed
workflow state, not camera device drivers.
Long-document publishing primitives (Rust, libs/neith/forge-publisher, ~12.2K
lines): PrintPageSetup page geometry with edge insets and PrintMarks, and
PDF/X export planning (PdfXStandard, PdfOutputIntent, PdfXExportOptions)
for print production.
gi-* (12)#
Neith ambient occlusion — GTAO/XeGTAO horizon SSAO with bent normals, ray-traced AO, multi-bounce energy recovery, indirect-diffuse contribution + per-material override, thickness map, capsule AO, distance-field AO, temporal filter (phase 168.8)
Ambient-occlusion suite (Rust, libs/neith/gi-ao, phase 168.8): horizon-based
gtao (XeGTAO-class) with bent normals, ray-traced rtao, Jimenez
multibounce energy recovery, distance-field dfao cone tracing, analytic
capsule_ao for characters, thickness-map transmission, and a contribution
stage applying AO to indirect light only.
Neith modern-GI conformance — reference agreement, temporal/shadow/motion/memory checks, and fail-closed evidence graders for cross-GPU/mobile/console/dogfood release gates (phase 168.12)
Cross-crate conformance suite for the phase-168 GI pipeline
(libs/neith/gi-conformance) — a validation crate: canonical scenes built in
every technique's representation, reference-vs-realtime rmse, temporal
stability and moving-object robustness checks, a shadow_corpus, per-profile
memory budgets, and fail-loud external gates for cross-GPU parity and
mobile/console frame-rate targets that need real hardware.
Neith modern-GI core — unified diffuse/specular/shadow GI interface, project+scene profile selection, quality tiers, technique fallback chain with per-GPU capability probing, render-graph pass scheduling, temporal accumulation, async-compute+multi-GPU dispatch, frame-budget governor, raster/path-tracer integration seams, deterministic debug capture, lighting overlays, offline reference mode (phase 168.1)
Unified GI abstraction and render graph (Rust, libs/neith/gi-core, phase
168.1): implements no single GI algorithm itself — it defines the
diffuse/specular/shadow interface the technique crates satisfy, quality
profile tiers, a capability-driven fallback chain (HW-RT → SW-RT → SDFGI →
probes), render-graph scheduling, budgets, and a path-traced reference for
validation.
Neith emissive injection — mesh-to-light conversion, clustered injection, emissive-to-GI, per-triangle area light sampling, moving-object update, luminance importance sampling, LOD cutoff, emissive-only override, HDR bloom feed, sprite/VFX emissive (phase 168.10)
Emissive light injection (Rust, libs/neith/gi-emissive, phase 168.10):
emissive triangles become area lights via mesh_light with per-triangle
sampling, froxel cluster_injection, one-bounce gi_contribution, luminance
importance sampling, incremental moving-object updates, distance lod
cutoff, and HDR bloom feed — sprites and VFX emit too.
Neith lightmapping — path-traced baker, radiosity fallback, tiled bake scheduler, UV-chart atlas packing, directional lightmaps, mixed static+dynamic + stationary lights, seam-aware denoiser, retopo UV transfer, per-instance override (phase 168.7)
Progressive/baked lightmapping (Rust, libs/neith/gi-lightmap, phase 168.7):
UV-chart atlas generation and packing, a path-traced baker with a
progressive-radiosity fallback, a tiled gpu-style bake scheduler,
directional dominant-direction lightmaps, mixed static+dynamic lighting with
stationary subtractive support, and a seam-aware denoiser — Unity Progressive
Lightmapper / Lightmass territory.
Neith Lumen-class GI — surface cache, SS+world hybrid trace, SAH BVH (Moller-Trumbore), HW + SW trace paths, final gather, per-light radiance cache, ReSTIR-GI reservoir resampling, screen-probe gather, clustered light culling, skylight+emissive importance sampling, SVGF denoiser, quality slider, translucent path (phase 168.5)
Lumen-class software + hardware ray-trace GI (Rust, libs/neith/gi-lumen, phase
168.5): a SAH bvh with Möller–Trumbore traversal, hardware and software
trace paths, an on-mesh surface_cache and world radiance_cache,
screen_probe final gather, restir (ReSTIR-GI) spatiotemporal reservoir
resampling, and SVGF denoise. Also serves as the pipeline's path-traced
reference.
Neith probe GI — SH irradiance probes, cubemap + planar reflection probes, DDGI grid (octahedral + Chebyshev visibility), auto-placement/relocation, offline+runtime bake, LOD falloff, per-pixel blend, local probes, visibility masks, octahedral sampling, volume streaming, authoring tool (phase 168.4)
Irradiance and reflection probe system (Rust, libs/neith/gi-probe, phase
168.4): order-2 sh irradiance probes, a ddgi dynamic diffuse grid with
octahedral encoding and Chebyshev visibility, prefiltered cubemap
reflection_probes and planar_probes, auto-placement with inside-geometry
relocation, and runtime/offline bake plus streaming.
Neith SDFGI — signed-distance-field GI: mesh-to-SDF bake, cascaded clipmaps, diffuse+specular cone tracing, dynamic injection, sky contribution, temporal denoise, screen-space fallback, adaptive resolution, emissive GI, occlusion hints, mobile variant, baked bundle (phase 168.2)
Signed-distance-field GI (Rust, libs/neith/gi-sdfgi, phase 168.2): scene
meshes baked to an sdf grid by exact point-to-triangle distance,
camera-centred cascade clipmaps with incremental scrolling and dirty regions,
per-voxel albedo+emission, hemisphere cone_trace diffuse and sharp specular,
sky fallback, and a denoise pass — Godot-SDFGI / Brixelizer-class, no
lightmaps.
Neith unified shadows — virtual shadow maps with page table, CSM soft transitions, ray-traced shadows, contact shadows, stochastic soft shadows (PCSS), hair/strand shadows, translucent thickness shadows, shadow LOD, per-light budget, debug vis (phase 168.6)
Unified shadow pipeline (Rust, libs/neith/gi-shadow, phase 168.6): vsm
virtual shadow maps with a sparse page table, csm cascades with soft
transitions, raytraced and stochastic PCSS soft shadows, screen-space
contact shadows, hair strand and translucent shadows, and a distance
lod + per-light budget — a ShadowPipeline selects the technique and
answers the gi-core ShadowGi query.
Neith sky+atmosphere+ToD — Bruneton Rayleigh/Mie scattering sky, procedural sun/moon/stars, weather, sky-to-cubemap convolution, sky-to-GI, horizon occlusion, cloud shadowing, aerial perspective, eclipse/aurora, time-of-day timeline (phase 168.11)
Sky, atmosphere, and time-of-day (Rust, libs/neith/gi-sky, phase 168.11): a
Bruneton-style Rayleigh/Mie atmosphere with aerial perspective, celestial
sun/moon/star ephemeris with eclipse and aurora events, weather-driven
parameters, a sky-to-cubemap-to-SH bake feeding sky_gi, dynamic cloud
shadows, and a keyframed timeofday timeline composed by the Sky type.
Neith volumetric lighting — froxel scattering integrator, analytic+VDB fog density, volumetric shadows through media, god-rays/light-shafts, sun-lit volumetric clouds, light groups, volume caustics, denoiser, temporal scatter (phase 168.9)
Volumetric lighting (Rust, libs/neith/gi-volumetric, phase 168.9): a froxel
frustum-voxel scattering integrator over HG/Rayleigh phase functions,
analytic + heterogeneous VDB-style density fields, volumetric
self-shadowing, godrays, sun-lit ray-marched clouds, in-volume caustics
approximation, and a volumetric denoiser.
Neith voxel GI (SVOGI/VXGI) — sparse voxel octree, anisotropic voxel radiance, cone-trace diffuse+specular, irradiance cache, per-direction occlusion, emissive injection, streaming regions, camera refinement, per-light shadow, denoiser (phase 168.3)
Voxel GI (Rust, libs/neith/gi-voxel, phase 168.3): a sparse voxel octree
with surface voxelisation, anisotropic six-face radiance with emissive
injection, a front-to-back mipmap pyramid, cone_trace lookup for diffuse and
specular GI, an irradiance_cache, per-light voxel shadow, and region
streaming — SVOGI/VXGI-class, fully dynamic.
gpen-* (10)#
Neith grease pencil — 2D animation workflow (phase 156.3)
Grease-pencil 2D animation workflow (Rust, libs/neith/gpen-anim, phase 156.3),
built on the neith-gpen-object data model: onion-skin ghosting, cubic stroke
inbetween tweens driven by an fcurve, a dopesheet and xsheet,
cycles/walkcycle looping, lipsync mouth charts, and animatic timing.
Neith grease pencil — line art from 3D (phase 156.5)
Line art from 3D (Rust, libs/neith/gpen-lineart, phase 156.5): views a
triangle mesh through a camera and emits grease-pencil strokes for silhouettes
(contour), creases, material boundaries and intersections, chained into
editable polylines with occlusion culling, material-driven style, and
noise roughening — Blender Line Art / Pencil+ territory, with a gpu path.
Neith grease pencil — modifier stack (phase 156.4)
Grease-pencil modifier evaluator (Rust, libs/neith/gpen-modifier, phase
156.4): one real deformation algorithm per modifier kind — armature, array,
build, lattice, mirror, noise, smooth, shrinkwrap, dotdash and
more — evaluated over a layer's strokes by a ModifierPipeline threading a
shared ModifierContext; every modifier is a pure, deterministic function of
parameters and context.
Neith grease pencil — object & data model (phase 156.1)
Foundation data model of the grease-pencil suite (Rust,
libs/neith/gpen-object, phase 156.1): GpObject → layers → sparse frame
lists → strokes of points, plus fills, materials, shapekeys, the math
kernel, and a usd custom-prim/BasisCurves exporter — every other gpen-* crate
builds on this spine.
Neith grease pencil — 2D rigging (phase 156.7)
2D character rigging for grease pencil (Rust, libs/neith/gpen-rig, phase
156.7): armature FK skeletons, envelope auto-weights, linear-blend skin of
strokes, CCD/FABRIK ik, mean-value-coordinate cage deform, blendshape
expression rigs, and an autorig body template — Toon Boom/Moho-class cut-out
puppetry.
Neith grease pencil — materials & rendering (phase 156.6)
Materials and rendering for grease pencil (Rust, libs/neith/gpen-shade, phase
156.6): a software MSAA rasterizer with multi-aov framebuffer,
solid/gradient/texture/pattern shaders with stencil alpha, lit strokes and
shadows in light, layer blend modes, stroke sorting, and a gpu (wgpu)
path.
Neith grease pencil — storyboard & previs (phase 156.9)
Storyboard and previs (Rust, libs/neith/gpen-storyboard, phase 156.9): a
board panel manager, an Act→Scene→Shot→Board hierarchy with roll-up timing,
a keyframed storyboard camera widget, per-board sidecar metadata, animatic
assembly, and edl/otio/pdf export — Storyboard-Pro territory on the
grease-pencil model.
Neith grease pencil — testing & validation (phase 156.10)
Cross-crate validation harness for the grease-pencil suite (Rust,
libs/neith/gpen-testing, phase 156.10) — a testing crate that depends on every
gpen-* sibling: 100k-stroke perf scenes, usda round-trip checks, and
integration runs (cross-NPR consistency, an end-to-end animated short, the
phase-141 X-sheet hand-off).
Neith grease pencil — draw/fill/sculpt/edit tools (phase 156.2)
Interaction layer of the grease-pencil suite (Rust, libs/neith/gpen-tools,
phase 156.2): draw with brush presets, pressure curves and a stabilizer,
fill_ops (flood fill via the foundation ear-clipper), sculpt and edit
reshaping, select modes, guides, and surface projection — everything
between pen-down and a finished drawing.
Neith grease pencil — VR/AR spatial drawing (phase 156.8)
VR/AR spatial drawing (Rust, libs/neith/gpen-vr, phase 156.8): 6DoF controller
input to stroke ingestion via a quat kernel, AR anchor-relative placement,
tube/ribbon/billboard volumetric geometry, gestures, and CRDT-based
collab/sync multi-artist sessions — a Quill/Open-Brush-class layer whose
strokes stay first-class grease-pencil data.
hair-* (11)#
Neith curves-based hair — animation & rigging (phase 155.9)
Hair animation and rigging for curve grooms (Rust, libs/neith/hair-anim, phase
155.9): rest/dynamic pose blending, bake of simulation to sparse keyframes,
blendshapes with layer blends and correctives, motion-vector computation,
control-curve rigging, lattice FFD deformation, and an animatable wind
driver.
Neith curves-based hair — curve primitive & data model (phase 155.1)
Foundation of the phase-155 curves-hair system (Rust, libs/neith/hair-curve):
a first-class Curve strand type with Poly/Bézier/Catmull-Rom/B-Spline bases,
typed columnar attributes, a CurveSet scene object with layered
evaluation, surface anchoring, instances, and lod — the data model every
other hair-* crate mutates.
Neith curves-based hair — grooming brushes & tools (phase 155.2)
Grooming brushes and tools (Rust, libs/neith/hair-groom, phase 155.2): every
brush consumes a BrushStroke soft radial region and mutates a CurveSet in
place — topology add/remove/density, deform comb and smooth, length
grow/trim, clump with soft core, plus mask and mirror support —
XGen-Interactive/Ornatrix-class sculpting.
Neith curves-based hair — guide curves & interpolation (phase 155.4)
Guide curves and interpolation (Rust, libs/neith/hair-guide, phase 155.4):
sparse authored guide strands interpolated to a full groom via N-nearest,
Gaussian rbf, and UV-aware interp with priority layering, weight painting,
and feather/bilateral symmetry mirroring.
Neith curves-based hair — geometry-node graph for curves (phase 155.3)
Geometry-node graph for curves (Rust, libs/neith/hair-nodes, phase 155.3):
procedural nodes transforming a CurveSet — scatter from surface/density map,
generate from guides, edit (trim/resample/set-radius), shape
(turbulence/curl/frizz), braid and clump — composed by a NodeGraph and
wired into looks by presets.
Neith curves-based hair — groom preset library (phase 155.8)
Groom preset library (Rust, libs/neith/hair-presets, phase 155.8): 250+
parametric strand grooms — human hair including afro/coily grades, beards,
braids and wigs, creature fur/feathers/scales, stylised looks, and
accessory mesh descriptors — each GroomPreset carrying an Attribution and
able to emit a shaping node graph.
Neith curves-based hair — rendering geometry & LOD (phase 155.7)
Hair rendering geometry and LOD (Rust, libs/neith/hair-render, phase 155.7):
strand-to-tube/ribbon mesh generation, raytrace ray-strand intersection,
weighted-blended oit transparency, stochastic alpha-tested shadows,
strand→clump→card distance lod with cross-fade and auto card baking, plus
billboards and motion blur — CPU math, renderer-facing.
Neith curves-based hair — shading integration (phase 155.6)
Hair shading (Rust, libs/neith/hair-shade, phase 155.6): the two production
BSDFs — marschner far-field and chiang near-field — plus kajiya-Kay
stylised shading, melanin-based color, dual_scatter multiple scattering,
aov/Cryptomatte outputs, and LOD-aware billboard shading.
Neith curves-based hair — simulation & dynamics (phase 155.5)
Hair simulation and dynamics (Rust, libs/neith/hair-sim, phase 155.5): a CPU
strand solver — der discrete-elastic-rod bending/twist, pbd constraints with
fast_projection inextensibility, self/body collide, gravity/wind forces,
wet-hair materials, sim lod, cache baking, and rig-driven roots.
Neith curves-based hair — cross-mesh transfer (phase 155.10)
Cross-mesh groom transfer (Rust, libs/neith/hair-transfer, phase 155.10):
UV-projection transfer with auto-scale, cross-topology and retopo support over
a uv_map triangle lookup, morph-target resync, portable groom-pack
bundles, hair-scalp fit checking, cross-character retargeting, and
partline relocation.
Neith curves-based hair — cross-crate testing & validation (phase 155.11)
Cross-crate validation for the hair suite (Rust, libs/neith/hair-validation,
phase 155.11) — a testing crate with the integration tests in
tests/validation.rs: deterministic simulation stability, afro/coily texture
fidelity, and groom transfer across a synthetic head set. Items needing a
viewport, offline renderer, or external interchange (1M-strand renders,
USD/Alembic round-trips, Arnold comparison) are honestly out of scope here.
liveops-* (13)#
Neith sovereign ad mediation & SDK — sealed-bid first/second-price auction, third-party mediation adapters, waterfall/header-bidding/hybrid, ad formats, pre-cache placement API, frequency cap & pacing, HMAC server-side reward verification, ad-free override, COPPA/kids-mode & GDPR/CCPA/ATT consent, click/install fraud guard, brand-safety creative policy, creative preview, eCPM/fill/LTV reporting (phase 164.2)
Ad mediation and SDK (Rust, libs/neith/liveops-ads, phase 164.2): a sealed-bid
first/second-price auction, per-network mediation adapters,
waterfall/header-bidding allocation, frequency caps and pacing, HMAC
server-side reward verification, COPPA kids-mode and GDPR/ATT consent
gating, click/install fraud guards, and eCPM/fill reporting.
Neith sovereign game analytics — per-platform SDK, sessionization, funnels, player profiles/traits, economy source-sink flow, progression, error/perf percentiles, DAU/MAU/retention, LTV/ARPU/ARPPU, cohort builder, boolean segment engine, retention heatmap, K-factor virality, offline queue reconciliation, NDJSON warehouse export (phase 164.3)
Game analytics (Rust, libs/neith/liveops-analytics, phase 164.3): an event
envelope with per-platform SDK clients, inactivity-gap sessionization,
funnels, player profiles, economy source-sink flow, DAU/MAU retention,
LTV/ARPU revenue, a cohort builder and boolean segment engine, and NDJSON
warehouse export — deterministic throughout (time is an explicit parameter,
never a wall clock).
Neith sovereign mobile attribution & growth — install/click last-touch attribution, deferred deep links, SKAdNetwork & AdAttributionKit, HMAC partner postbacks, click-fraud detection, cohort LTV projection, multi-touch attribution, incrementality testing, partner portal, S2S events, consent gating, and Adjust/AppsFlyer/Branch SDK compatibility (phase 164.8)
Mobile attribution and growth (Rust, libs/neith/liveops-attribution, phase
164.8): last-touch install attribution, deferred deeplinks, skan
(SKAdNetwork) postbacks with 6-bit conversion values, k-anonymous privacy
aggregation, HMAC partner postbacks, click-fraud detection, cohort ltv
projection, mta multi-touch, and incrementality testing — Adjust/AppsFlyer
territory, wall-clock-free.
Neith sovereign cloud save & inventory sync — versioned per-slot KV store, CRDT (LWW-register + OR-Set) merge, version history, cross-platform transfer, block-delta sync, ChaCha20 encryption at rest, offline-first background sync, roaming profiles, Steam/Epic/sovereign save backends, QA save-editor, schema migration, signed export/import, GDPR erasure, cheat-tamper detection, CS recovery tickets (phase 164.7)
Cloud save and inventory sync (Rust, libs/neith/liveops-cloud-save, phase
164.7): a versioned per-slot kv store with crdt (LWW-register + OR-Set)
merge, version history, block-delta sync, ChaCha20 crypto at rest,
offline-first background sync, Steam/Epic/sovereign backend seams, schema
migration, GDPR erasure, and tamper detection.
Neith sovereign regional regulatory compliance — loot-box disclosure & legality, COPPA/GDPR-K kids data rules, age-rating gate, China-minor playtime curfew, spend caps, break notices, gambling/skill differentiation, data-residency routing, right-to-erasure automation, accessibility reports (phase 164.11)
Regional regulatory compliance (Rust, libs/neith/liveops-compliance, phase
164.11): each module encodes a real regime as deterministic rules — lootbox
disclosure/legality with a gambling test, age-rating plus COPPA/GDPR-K gates,
China-minor playtime curfew and break notices, rolling spend caps,
data-residency routing, and right-to-erasure automation.
Neith liveops testing & validation — cross-crate conformance harnesses: receipt-validation conformance, ad fill benchmark, remote-config determinism, experiment SRM/guardrail, cloud-save partition convergence, attribution accuracy vs reference, regulator-compliance checklist, fraud/refund red-team (phase 164.13)
Cross-crate conformance harnesses for the phase-164 liveops stack (Rust,
libs/neith/liveops-conformance) — a validation crate: receipt_conformance
(Apple/Google/sovereign IAP), ad_benchmark fill/auction correctness,
remote_consistency rollout monotonicity, experiment_srm alarms, and a
fraud_redteam harness, each returning a ConformanceReport. Its load_test
holds one million virtual connections live together and drives two million
remote-config/analytics SDK operations through bounded worker shards; dogfood
binds the real Phase 27 Project Obsidian, Phase 76 Maya Forge and Phase 77 Maya
Nexus/MMO package roots and runs each profile through all twelve liveops
runtime/operator crates.
Neith sovereign player CRM & messaging — 360 profiles with RFM, cross-platform push, in-game inbox, email/SMS campaigns, segment auto-campaigns, churn/reactivation journeys, VIP outreach, event triggers, journey orchestration, consent + frequency caps, localisation, in-campaign A/B, deliverability health + retry, quiet-hours, suppression governance (phase 164.9)
Player CRM and lifecycle messaging (Rust, libs/neith/liveops-crm, phase
164.9): 360 profiles with RFM, cross-platform push and an in-game inbox,
segment auto-campaigns, churn/reactivation journey orchestration, vip
outreach, consent + frequency governance with quiet-hours, and in-campaign A/B
via experiment — deterministic scheduling over injected time and transport.
Neith sovereign customer-support tooling — privacy-audited player lookup, ban/mute/restrict with appeal state machine, audited currency/item grants with daily limits, save rollback, incident compensation composer, ticket SLA dashboards, canned-reply macros, chargeback/fraud workflow, account merge/split, incident-linked ticketing (phase 164.10)
Customer-support and agent tooling (Rust, libs/neith/liveops-cs, phase
164.10): privacy-audited player lookup, ban/mute sanctions with an appeal
state machine, audited currency/item grants with daily limits, save
rollback, incident compensation composer, sla dashboards, chargeback
workflow, and account merge/split — all on a tamper-evident SHA-256 audit
hash chain.
Neith sovereign virtual economy — soft/hard/event currencies, double-entry wallet ledger, inventory, crafting, trading/marketplace/auction with fees, pity-timer loot tables, drop-rate disclosure, seasonal vault, exchange caps, dup-fraud detection, adjustment workflow, inflation simulator, wealth-distribution (Gini) analytics (phase 164.6)
Virtual economy (Rust, libs/neith/liveops-economy, phase 164.6): every value
movement conserved through a double-entry ledger — inventory, crafting
recipes, trading/marketplace/auction, pity loot tables with drop-rate
disclosure, exchange caps, dup-fraud detection, an inflation simulator,
and wealth analytics.
Neith sovereign A/B & experimentation — DSL, deterministic hash assignment, mutual-exclusion layers, holdouts, metrics registry with guardrails, CUPED variance reduction, Bayesian+frequentist analysis, sequential early-stop (SPRT), sample-ratio-mismatch (chi-square), pre-registration, result cards with CIs, post-hoc segmentation, cross-game meta-analysis (phase 164.5)
A/B and experimentation platform (Rust, libs/neith/liveops-experiments, phase
164.5): an experiment definition DSL, deterministic hash assignment with
mutual-exclusion layers and holdouts, a metrics registry with guardrails,
self-contained stats (erf/gamma, z/t tests, CUPED, Bayesian, SPRT sequential
early-stop), and SRM checks in analysis — no external numeric dependencies,
fully reproducible.
Neith sovereign in-app purchase & storefront — cross-platform catalog, StoreKit2/Google Play/console/Steam/Epic receipt validation, idempotent entitlement grant, refund webhooks, promo/gift codes, FX-updated regional pricing, price-elasticity A/B, subscription lifecycle, receipt fraud detection, VAT/GST tax (phase 164.1)
In-app purchase and storefront (Rust, libs/neith/liveops-iap, phase 164.1):
integer-micros money with banker's rounding, a cross-platform catalog,
StoreKit2/Google/console/Steam receipt validation, idempotent entitlement
grants, refund webhooks, promo codes, FX regional pricing with elasticity
A/B, subscription lifecycle, and VAT/GST tax.
Neith LiveOps operator portal backend — KPI dashboard aggregation, release scheduler with dependency ordering, unified config/experiment/flag change-sets, cohort explorer, event calendar, player ticker stream, fraud overview, revenue drill-down, retention/churn explorer, and what-if economy simulator (phase 164.12)
Operator-portal backend (Rust, libs/neith/liveops-portal, phase 164.12) — data
aggregation only, no GUI: KPI dashboard rollups with alert states, a release
scheduler with dependency topo-ordering, unified config/experiment/flag
changesets with approval, a cohort explorer, revenue drill-down,
retention/churn exploration, and a whatif economy simulator.
Neith sovereign remote config & feature flags — namespaced key-value config, environment scoping, targeting rule engine (segment/country/semver/device/random), deterministic gradual rollout, kill-switch flags, typed ConfigValue, offline-fallback client SDK, change audit log, versioned rollback, diff + scheduled release, A/B/C experiment linkage, server-side headless evaluation, fetch-latency SLO, per-team namespacing, policy-as-code lint (phase 164.4)
Remote config and feature flags (Rust, libs/neith/liveops-remote, phase
164.4): namespaced typed values, a targeting rule engine
(segment/country/semver/device), deterministic gradual rollout and
experiment decisions from a stable FNV-1a hash of (user_id, key),
kill-switch flags, an offline-fallback client SDK model, change audit +
versioned release/rollback, and a fetch-latency slo.
market-* (12)#
Neith sovereign marketplace buyer experience — owned-library with receipts & licences, re-download/export, per-project install tracking, license-audit document export, purchase-history search & filter, cart with saved-for-later, wishlist notifications, price-drop alerts, team/org purchase pooling with shared seats & budget, and child-account/student content gating (phase 165.9)
Buyer-experience layer of the creator marketplace (Rust,
libs/neith/market-buyer-portal, phase 165.9): owned library with receipts,
re-download and install tracking, cart with saved-for-later, wishlist
price-drop alerts, team/org purchase pooling with shared seats and budget, and
child/student gating.
Neith sovereign creator-marketplace catalog — asset taxonomy (3D/2D/audio/VFX/plugin/tool/template/blueprint/ML-model/shader/material/animation/groom/brush/environment/vehicle/character), required-field schema with versioned migrations, preview generation (thumbnail/turntable/playblast/glTF-USD web viewer/audio waveform/plugin sandbox), cloneable templates, collections & mod-pack bundles, seasonal/staff-pick curation, cross-engine compat matrix, variants, and auto-tag ML assist (phase 165.1)
Catalog and asset-type layer of the marketplace (Rust,
libs/neith/market-catalog, phase 165.1): an asset taxonomy (3D/2D/audio/
plugin/ML-model/...), a required-field schema with versioned migrations,
preview plans (turntable/playblast/web viewer/audio waveform),
content-addressed ids, engine-semver compat matching, templates,
collections, and curation.
Neith sovereign marketplace commerce — integer-micros money & banker's rounding, creator pricing with auto-FX & purchasing-power-parity regional tiers, sales/promo/voucher & pay-what-you-want, subscriptions, wishlist & gifting, pre-order deposits & group-buy, VAT/sales-tax place-of-supply engine, transparent platform-fee waterfall, multi-currency escrow, chargeback insurance pool, collaborator revenue-share splits (phase 165.4)
Money engine of the marketplace (Rust, libs/neith/market-commerce, phase
165.4): integer-micros money with banker's rounding (no f64 in the pricing
path), auto-fx and ppp purchasing-power tiers, discount/pwyw/
preorder/groupbuy mechanics, a place-of-supply tax engine, a transparent
fees waterfall, multi-currency escrow, chargeback insurance, and
collaborator revenue splits.
Neith marketplace cross-crate conformance & validation — 1M-asset search latency, multi-cycle payout conservation, license-entitlement tamper resistance, malware catch-rate, Unity/Epic-Fab migration import, creator-onboarding soak, refund/chargeback end-to-end, transparent-fee audit, tax compliance matrix, and per-domain dogfood publishing (phase 165.12)
Cross-crate conformance harnesses for the marketplace (Rust,
libs/neith/market-conformance, phase 165.12) — a validation crate driving the
real market-* crates end-to-end: search_load (BM25 P99 at scale),
commerce_audit (20-cycle payout conservation), security_audit (license-cert
tampering, malware catch-rate), Unity/Fab migration import, an
onboarding_soak, and refund_e2e.
Neith sovereign creator onboarding — profile & portfolio, KYC/tax-form (W-9/W-8BEN treaty rates) state machine, payout & identity verification, studio teams with member roles, submission wizard with draft/preview/submit states and version-history rollback, automated asset lint (missing maps / non-power-of-two / poly-budget / unsafe-script), certification badges, review-SLA tracking, education progress, follow/patron (phase 165.2)
Creator onboarding (Rust, libs/neith/market-creator, phase 165.2): profile and
portfolio, a KYC/tax-form state machine (W-9/W-8BEN treaty rates), payout
and identity verification with real IBAN/ABA checksums, studio teams with
roles, a submission wizard with version rollback, automated asset lint
(missing maps, non-power-of-two, poly budget), and review-sla tracking.
Neith sovereign marketplace seller insights — sales/revenue dashboards, page-view/conversion/bounce funnels, refund & dispute rates, anonymised peer-percentile benchmarking, listing SEO scoring, A/B testing with two-proportion z-test significance, log-log price-elasticity regression, country revenue splits, customer-segment heatmaps, and CSV/API export (phase 165.10)
Seller insights (Rust, libs/neith/market-creator-analytics, phase 165.10):
sales dashboards with country splits, view/cart/purchase funnels with refund
rates, anonymised peer-percentile benchmarking, listing seo scoring,
abtests with two-proportion z-test significance, log-log price elasticity
regression, and RFC-4180 CSV plus versioned bounded JSON API export —
closed-form stats, no fabricated numbers.
Neith sovereign marketplace discovery — BM25 keyword search, faceted filtering, cosine-similarity semantic recommendations over asset embeddings, perceptual-hash visual search, used-in-projects social signal, editorial lists, personalised recommendation feed, in-editor contextual suggestions, cross-sell bundles, trending/new/top-rated ranking, free-asset spotlight, creator-follow feed, saved-search alerts, and creator search analytics (phase 165.6)
Discovery, search, and recommendations (Rust, libs/neith/market-discover,
phase 165.6): bm25 keyword search with facet filtering, cosine semantic
recommendations over embeddings, perceptual-hash visual search, association
rule cross-sell bundles, time-decayed trending ranking, editorial lists,
and a personalised feed — every ranking a real deterministic algorithm.
Neith sovereign asset delivery — resumable chunked download with per-chunk SHA-256 integrity, rsync-style rolling-hash delta patching for updates, launcher/DCC install with plugin auto-enable, per-user entitlement gate before unpack, signed offline-activation fallback, creator-optional DRM-lite per-buyer watermark, re-download quota accounting, local library catalog with update detection, and multi-project links to a single install (phase 165.5)
Asset delivery and DRM-lite (Rust, libs/neith/market-dl, phase 165.5):
resumable chunked download with per-chunk SHA-256, rsync-style rolling-hash
delta patching, install actions with plugin auto-enable, a fail-closed
per-user entitlement unpack gate, signed offline activation, an optional
per-buyer watermark, and re-download quota accounting — byte plans and state
machines a thin networked shell drives.
Neith sovereign asset-license engine — standard/extended/enterprise tiers, royalty/per-seat/per-title/unlimited usage, custom terms, exclusive/editorial flags, Creative-Commons & GPL/MIT/Apache templates, SPDX-style license-compatibility checker, Ed25519 signed proof-of-license certificates, auto-attribution NOTICE generation, DMCA takedown + counter-notice workflow, dispute resolution, per-jurisdiction policy engine (phase 165.3)
Licensing and rights engine (Rust, libs/neith/market-licensing, phase 165.3):
tier rights bundles (standard/extended/enterprise), usage metering
(royalty/per-seat/per-title), composable custom terms with conflict detection,
CC and GPL/MIT/Apache templates with an SPDX-style compat checker,
Ed25519-signed proof-of-license certs, auto-attribution NOTICE generation,
and a DMCA takedown/dispute workflow.
Neith sovereign marketplace trust & safety — SHA-256 malware-signature scan, static analysis of plugin scripts (dangerous-API/obfuscation heuristics), NSFW/violence content classifier, copyright/likeness & deepfake guards, brand/trademark watch, manual review queue with SLAs, appeal & counter-notice workflow, regional availability & age-gating, suspicious-account pattern detection, watermark/provenance verifier, strike/suspension/ban tiers, and quarterly transparency reporting (phase 165.8)
Trust and safety plane of the marketplace (Rust, libs/neith/market-moderation,
phase 165.8): SHA-256 malware signature scans, static_analysis of plugin
scripts (dangerous-API/obfuscation heuristics), an NSFW/violence classifier,
copyright/deepfake/ trademark guards, a human review queue with SLAs,
appeal due process, regional/agegate availability, an escalating strikes
ledger, and a transparency report — all detectors pure and deterministic.
Neith sovereign marketplace reviews & QA — star ratings with verified-purchase badges, Wilson-score helpful-vote ranking, creator responses, review flagging & guideline enforcement, lexicon sentiment classification with negation handling, automated QA-bot scene tests, cross-engine compatibility certification, and per-category return/refund policy (phase 165.7)
Ratings, reviews, and QA (Rust, libs/neith/market-review, phase 165.7): star
ratings with verified-purchase weighting, Wilson-score helpful-vote ranking,
creator responses with an edit window, guideline flagging and enforcement,
lexicon sentiment with negation handling, automated qa-bot scene tests, and
per-category refund policy.
Neith sovereign marketplace SDK — DCC/engine in-app browser surfaces, web/mobile PWA manifest, neithmarket CLI (download & publish), publish-from-CI with idempotency, HMAC-signed creator webhooks, OAuth2 authorization-code + PKCE (S256), licensed-asset verification API, portfolio inventory-sync diffing, and signed embed-buy-button widgets (phase 165.11)
Integration SDK for the marketplace (Rust, libs/neith/market-sdk, phase
165.11): DCC/engine/PWA surfaces, a neithmarket cli, publish-from-CI
idempotency in publish, Stripe-style HMAC-signed webhooks, oauth
(authorization-code + PKCE S256), licensed-asset verification, inventory sync
diffing, and signed embed-buy widgets — genuine SHA-256/HMAC/PKCE, not mocks.
matchmove-* (14)#
Camera tracking and matchmove core
Camera tracking and matchmove core (Rust, libs/neith/matchmove, phase 135.4):
a 19-module crate covering 2D tracking and object_tracking, lens solve with
a lens_database, bundle adjustment, survey and nodal solves,
multi_view reconstruction, point_cloud/mesh output with textured export,
gaussian_splat output, and drift diagnostics.
Neith sovereign ML-assisted match-move: flow-guided auto-mask propagation, deep-matcher correspondence over supplied descriptors, monocular depth prior, learned lens-distortion inference with plumb-line fallback, semantic auto-orient up-vector & ground/wall/sky scene labelling, rule-based LLM-assistant solve-failure diagnosis, shot-graph handheld/steadicam/drone classifier, suggested-track-density heatmap and rule-based auto-QA publish gate (phase 153.11)
Neith sovereign match-move project & pipeline core: shot/sequence/reel project model, per-shot camera/lens/gate metadata, slate & ALE/CDL/XMP burn-in import, OCIO/ACES colour management, multi-take versioning, cross-shot survey reuse, imperial/metric units, geospatial georeferencing, USD/Alembic/FBX scene roundtrip and a farm job queue (phase 153.1)
Neith sovereign match-move exporters & roundtrip: Nuke .nk / Maya .ma / Blender / Neith-Engine camera+locator export, USD & Alembic & FBX camera animation, 3DE lens STMap & lens-file export, ground-plane/matte OBJ, ShotOps publish records, LED-volume & nDisplay OSC real-time camera feed, survey CSV/E57/USD export, error-report PDF generation and preview-render pass (phase 153.9)
Neith sovereign match-move 2D feature tracking: pyramidal KLT, SIFT/AKAZE/ORB descriptor tracking, Sinkhorn learned-matcher, planar homography, spline & photometric-patch trackers, Horn-Schunck dense flow, bidirectional & through-occlusion tracking; authoring (manual/auto-harvest/grid-mask spawn, ripple edit, keyframe/hold/interp, confidence & residual scoring, quality colouring, garbage/inclusion mattes, on-set marker recognition, sub-pixel drift correction); and constraints (survey XYZ, distance, coplanar, line/vanishing-point, horizon, rigid-body group, moving-object group, static filter, weighting, per-frame activation) (phase 153.3)
Neith sovereign match-move media & camera-metadata ingest: video/EXR-sequence ingest, timestamp-exact proxy sync, 3:2 pulldown & field handling, VFR→CFR resampling, shutter/exposure capture, SMPTE drop-frame timecode & reel preservation, camera & lens package databases, Cooke /i + Zeiss XD + ARRI LDS lens-data parse, IMU gyro/accel ingest, LiDAR/ToF depth, E57/PLY/LAS scan ingest, 32-bit HDRI probe import, ICP survey point-cloud alignment and witness/reference multi-cam rigs (phase 153.2)
Neith sovereign match-move lens distortion: 3DE-class radial+anamorphic, Brown-Conrady radial+tangential, OpenCV 5/8/12-parameter, fisheye (equidistant/stereographic/orthographic/equisolid) models with iterative inverse; per-frame zoom-breathing distortion, focal-vs-distortion polynomial fit, ST-map/UV export, chessboard/dot plumb-line grid calibration, distortion preview grid overlay, 3DE LDPK plug-in compatibility, filmback undistort/redistort, principal-point & entrance-pupil solve, and round-trip distortion diff verification (phase 153.4)
Neith sovereign match-move object & body tracking: rigid-body object solver (car/prop/sign), articulated skeleton IK solver, non-rigid blendshape face performance capture, as-rigid-as-possible mesh-deform tracker, known-geometry CAD/scan align, classical + pluggable-ML object segmentation, actor 2D-keypoint to 3D pose lifting, hand/facial landmark tracking with temporal smoothing, multi-object scene solve groups, and z-depth occlusion ordering (phase 153.6)
Neith sovereign match-move set reconstruction & dense 3D: plane-sweep multi-view stereo, volumetric TSDF depth fusion, surface-nets mesh reconstruction, camera texture projection, Gaussian-splat ingest, NeRF volume-rendering integrator, LiDAR photogrammetric merge, scale-from-scan enforcement, RANSAC ground-plane detect, occlusion/matte mesh export, voxel point-cloud decimation, PCA surface normals, retinex albedo/lighting inverse-render, reflection/shadow probe extraction and Hydra-compatible USD scene export (phase 153.7)
Neith sovereign match-move SDK & scripting: Rust core session API, 3DE-style Python command dispatch + PyPI mock-compat vocabulary, headless CLI batch-solve arg model, farm job distribution, Jupyter notebook tutorial generation, custom-solver extension registry, on-solve/on-export event hooks, integration test harness and shareable preset library (phase 153.12)
Neith sovereign match-move camera solver: Structure-from-Motion (incremental + global) with F/E-matrix RANSAC initialization, 5/7/8-point + Nister essential solvers, DLT PnP pose, Levenberg-Marquardt bundle adjustment with sparse Schur reduction and robust loss (Huber/Cauchy/truncated), focal auto/locked/known/variable-zoom solve, joint lens-distortion solve, rolling-shutter correction, IMU gravity constraint, scale from survey/stereo-baseline/known-object, nodal-tripod & stereo & multi-camera rig solves, reliability pruning + re-solve, and per-frame solve-error heatmaps (phase 153.5)
Neith sovereign match-move stabilisation & retime: 2D similarity/perspective stabilise, 3D point/plane lock, smooth-cam trajectory smoothing with tension, rolling-shutter correction filter, motion-blur removal & synthesis, optical-flow retime warp, IMU gyro-flow stabilisation, horizon auto-level, and counter-animated moving-object lock (phase 153.8)
Neith sovereign match-move testing & validation harness: public-benchmark dataset loaders (ETH3D/Tanks&Temples/KITTI) with synthetic fallback, clean-4K residual-accuracy validation, anamorphic calibration accuracy, rolling-shutter benchmark, nodal-pan stitch regression, object-solve-vs-mocap accuracy, 3DE/PFTrack/SynthEyes export conformance, multi-shot pipeline dogfood, interactive-solve performance timing and licence-cost benchmark (phase 153.13)
Neith sovereign match-move viewer & interaction view-model: dual-pane 2D pan/zoom track viewer & split before/after undistort, 3D orbit viewport with camera-path polyline & VR stereo eye pair, onion-skin track trails, per-track residual overlay & layer/group/colour, reprojection-error graph & animated-quantity keyframe/graph editor, and interactive solve-and-preview state (phase 153.10)
metron-* (12)#
Sovereign product analytics event contracts, ingestion, and processing
Sovereign analytics destinations, CDC, and reverse ETL
Sovereign feature flags and statistically rigorous experimentation
Sovereign analytics identity graph, account stitching, and erasure
Sovereign product analytics reports and statistical insights
Analytics protocol compatibility and migration translators
Privacy-preserving mobile attribution and marketing measurement
Metron operator administration, billing, governance, SQL, alerting, and status workspace
Sovereign analytics consent, governance, encryption, and privacy workflows
Privacy-first sovereign session replay and heatmap runtime
Sovereign surveys, NPS, feedback analysis, and incentives
Sovereign product analytics column store and query planner
npr-* (3)#
Neith sovereign cel/toon shading — multi-step ramp shader, per-light shadow tiers, stepped specular, skin-tone ramp, hair highlight streak, eye-specular card, rim-light layer, SDF hard-shadow pattern, posture-aware shadow correction, anime face-normal bake, Pencil+4 line-fill integration, Lightning-Boy layered cel, Guilty-Gear bespoke shading, watercolour/ink/crayon textures, and realtime/offline parity (phase 170.11)
Cel/toon shading pipeline (Rust, libs/neith/npr-cel, phase 170.11, built on
neith-sculpt-core): a multi-step diffuse ramp with shadow tiers and stepped
specular, features (skin-tone ramp, anisotropic hair streak, eye card, rim
layer), detail (SDF hard shadows, posture correction, face-normal bake),
layered cel materials, and a shared realtime/offline parity kernel —
Guilty-Gear/Pencil+4 territory.
Neith sovereign hatching / cross-hatch / halftone — hatch density by illuminance, cross-hatch angle ramp, curvature-aligned hatch, halftone dots with screen angle, manga screentone library, pencil/charcoal/ink/etching presets, per-object style override, paper-texture composite, edge+hatch unify, and animation-safe hatch anchoring (phase 170.12)
Inking and hatching pipeline (Rust, libs/neith/npr-inking, phase 170.12):
illuminance-driven hatch density with progressive cross-hatch angle ramps and
curvature-aligned direction, rotated-screen halftone dots with a manga
screentone library, pencil/charcoal/ink/etching presets, and paper-texture
composite with unified stylised edges.
Neith sovereign Freestyle-class line renderer — silhouette/crease/ridge/valley/suggestive-contour/material edge detection, line-style stack, stroke-shader modifier chain, thickness & colour variation, dash/dot patterns, hand-drawn jitter, tapered caps, multi-layer strokes, per-object line-sets, occlusion levels, stroke chaining/pruning/sorting, temporal stability, CPU+tiled rasteriser, and SVG / Grease-Pencil / raster-AOV output (phase 170.10)
Freestyle-class offline line renderer (Rust, libs/neith/npr-line, phase
170.10): feature-edges detection (silhouette, crease, ridge/valley, suggestive
contour), stroke chaining with prune/sort in stroke, a shader modifier
chain, dash/dot patterns with tapered caps, hand-drawn jitter, occlusion,
and temporal stability — built on neith-sculpt-core.
oss-* (15)#
Neith sovereign Online Subsystem abstraction — backends, capabilities, compliance (phase 159.1)
Platform-agnostic foundation of the phase-159 online stack (Rust,
libs/neith/oss-abstraction): gameplay code targets one IOnlineSubsystem
trait; backends hold a NullBackend, a first-party SovereignBackend, a
BackendRegistry and external-SDK bridge seams, plus real mdns LAN discovery,
capability flags, hotswap, and compliance checks.
Neith OSS server-authoritative anti-cheat guards (phase 159.13)
Server-authoritative anti-cheat (Rust, libs/neith/oss-anti-cheat, phase
159.13) — the server never trusts the client: kinematic movement reachability
checks against teleports/speed-hacks, server-side hitreg re-derivation,
packet and ratelimit guards, statistical anomaly models, and a review
pipeline. OS-level code-signing attestation and the trust service are explicit
fail-loud seams.
Neith OSS identity, auth, friends & presence (phase 159.2)
Identity, auth, friends, and presence (Rust, libs/neith/oss-identity, phase
159.2): a sovereign PlayerIdentity aggregating linked platform accounts, a
deterministic SHA-256 stable_id, real oidc ID-token claim validation,
webauthn, friends/presence/moderation state, guest accounts, and
crossplay policy.
Neith OSS matchmaking, lobby & party (phase 159.3)
Matchmaking, lobby, and party (Rust, libs/neith/oss-matchmaking, phase 159.3)
— engine-agnostic policy and math with no network I/O: a lobby directory with
typed attributes and an inverted search index, single-use invite deep-link
tokens, a persistent party service, ready-check countdowns, skill rating
(Glicko-class), hopper/backfill queues, region selection, and smurf
detection.
Neith OSS net telemetry & profiler (phase 159.14)
Net telemetry and profiler (Rust, libs/neith/oss-observability, phase 159.14):
per-connection RTT (RFC 6298 SRTT/RTTVAR), RFC 3550 interarrival jitter and
sequence-gap loss, bandwidth attribution with top-N hotspots, capture and
timeseries models, slo tracking, and regression detection — replaying a
recorded packet log yields identical numbers.
Neith OSS pixel streaming & cloud game output (phase 159.12)
Pixel streaming and cloud game output (Rust, libs/neith/oss-pixel, phase
159.12): the protocol/control plane of streaming frames to browsers — WebRTC
negotiate, abr adaptive bitrate, sfu forwarding, latency budgeting,
input transport, rooms, and fleet scaling. The media transport and
hardware encoder are fail-loud NotConfigured seams, not fabricated media.
Neith OSS client prediction, rollback & interpolation (phase 159.7)
Client prediction, rollback, and interpolation (Rust,
libs/neith/oss-prediction, phase 159.7): a deterministic fixed-point sim
underpins predict+reconcile (resimulating unacked inputs), GGPO-style
rollback and lockstep, and interpolation with bounded extrapolation and
lag-compensated hitscan — the netcode-feel layer.
Neith OSS presence, stats, leaderboards & achievements (phase 159.10)
Presence, stats, leaderboards, and progression (Rust, libs/neith/oss-presence,
phase 159.10): rich presence cards, a typed stats store with aggregation,
leaderboards, achievements and quests, cloudsave and inventory models.
Native trophy push and EOS/Steam/PSN/Xbox federation lookups are fail-loud
NotConfigured seams.
Neith OSS replay & spectator (phase 159.11)
Replay and spectator plane (Rust, libs/neith/oss-replay, phase 159.11): a
CRC32-framed on-disk container for the replication stream, keyframe-indexed
playback with reverse/fast-forward, a 6-DOF spectator camera, a director
feed, killcam extraction, and compression — only the cloud upload is an
external fail-loud seam.
Neith Iris-class replication graph & protocol (phase 159.5)
Iris-class replication graph and protocol (Rust, libs/neith/oss-replication,
phase 159.5): static/dynamic net_id GUIDs, a ReplicationWorld entity model
with authority transfer and dormancy, a build-time property RepLayout with
conditions, delta quantize compression, fast_array serializers, spatial
graph prioritisation, and channel streams — the minimal per-connection byte
stream that keeps clients converged.
Neith OSS remote procedure call (phase 159.6)
RPC plane of the online subsystem (Rust, libs/neith/oss-rpc, phase 159.6):
transport-agnostic descriptors (direction, reliability class, owner scope,
versions), server-authoritative dispatch admission with mandatory validation,
per-caller ratelimit token buckets, call batching and compression, and
metrics.
Neith OSS session & game-server lifecycle (phase 159.4)
Session and game-server lifecycle (Rust, libs/neith/oss-session, phase 159.4):
a session state machine with legal transitions only, a best-fit bin-packing
allocator onto dedicated fleets, an Agones-class fleet autoscaler, host
migration, p2p listen-server support, ban lists, and slots reservation —
network-free policy and math.
Neith OSS cross-crate testing & validation suite (phase 159.15)
Cross-crate conformance suite for the fifteen OSS crates (Rust,
libs/neith/oss-testing, phase 159.15) — an integration harness with no mocks
of the systems under test: a 128-player replication soak, cross-region RTT
budgets, 10% packet-loss resilience, a nat connectivity matrix, 100k-tick
rollback determinism, protocol fuzzing, and host-failover/migration
drills.
Neith OSS transport, NAT traversal & security (phase 159.8)
Transport, NAT traversal, and security floor (Rust, libs/neith/oss-transport,
phase 159.8): ENet/Gaffer-style UDP reliability (ack-bitfield, retransmission,
channels), WebRTC/QUIC framing in transports, stun/nat traversal,
congestion control, fec, mtu discovery, pacing/shaping, and packet
security — protocol implementations verified against published test vectors.
Neith OSS voice chat & proximity audio (phase 159.9)
Voice chat and proximity audio (Rust, libs/neith/oss-voice, phase 159.9):
congestion-aware codec bitrate adaptation and RTP-style packetisation (the
native Opus encode/decode itself is a fail-loud seam), 3D spatial attenuation
with cone directivity, team/party channel routing with mute and block,
hysteretic vad + push-to-talk, and caption/moderation hooks.
profiler-* (14)#
Neith sovereign asset & cook profiler — cook timing, build-graph critical path, DDC/CI cache correlation (phase 160.11)
Asset and cook profiler (Rust, libs/neith/profiler-asset, phase 160.11):
per-asset cook timing statistics, a weighted buildgraph with longest-path
critical-path analysis, a depgraph with three-colour DFS cycle detection, DDC
cache correlation (the remote cache is an UnconfiguredRemoteCache fail-loud
seam), diskio, shader and sizedelta tracking.
Neith sovereign audio-engine profiler — voices, DSP budget, underruns, HRTF cost, stutter correlation (phase 160.10)
Audio-engine profiler (Rust, libs/neith/profiler-audio, phase 160.10):
active-voices tracking with priority stealing, per-bus dsp_bus budget
roll-ups, plugins CPU accounting (the out-of-process plugin host is a
fail-loud trait seam), underrun logs, latency metering, a flamegraph, and
stutter correlateion — Wwise/FMOD Advanced-Profiler territory.
Neith sovereign engine frame-profiler tracing backend — instrumented scopes, lock-free ring buffers, GPU timestamps, versioned binary trace format (phase 160.1)
Tracing backend of the frame-profiler stack (Rust,
libs/neith/profiler-capture, phase 160.1): instrumented scopes via a
neith_profile_scope! macro with zero-overhead compile-out, per-thread
lock-free ring buffers, GPU timestamp zones, a monotonic clock, and a
versioned CRC-checked binary format a viewer can open, stream, or replay —
Tracy/Unreal-Insights capture-side parity.
Neith sovereign GPU crash / post-mortem analyzer — mini-dumps, TDR, guard pages, deadlock & watchdog (phase 160.13)
GPU crash / post-mortem analyzer (Rust, libs/neith/profiler-crash, phase
160.13): a minidump model with CRC binary codec (the vendor capture source
is the one external seam), tdr timeout analysis, memguard guard-page fault
classification, deadlock and watchdog hang detection, cmdbuffer culprit
localisation, and an uploadable report bundle — Nsight-Aftermath/DRED
territory, CPU-only.
Neith sovereign GPU frame debugger — capture, replay, texture/buffer/shader inspection, overdraw, barriers, raytracing AS (phase 160.3)
GPU frame debugger (Rust, libs/neith/profiler-gpu, phase 160.3): a CPU-only
reimplementation of the RenderDoc/PIX data models — frame capture and replay
of an API-call stream, state/texture/buffer/shader inspection with a
shadervm interpreter, overdraw in pixel/raster, barrier analysis, and
raytracing accel structures. The only external boundary is a live devkit
socket, a fail-loud seam in remote.
Neith sovereign memory profiler — LLM-tag tree, fragmentation, leaks, retained-size, OOM projection (phase 160.4)
Memory profiler (Rust, libs/neith/profiler-memory, phase 160.4): an LLM-style
hierarchical tag_tree, an allocation timeline, a fragmentation model with
first/best-fit allocators, a callstack-hash leak detector, retained-size
analysis, oom_warning projection, and snapshot_diff — the live cook-daemon
socket in pipeline is the only fail-loud seam.
Neith sovereign network profiler — bandwidth, replication, RPC, ping/jitter/loss, packet capture, ack/resend, congestion, prediction/rollback, replay, OSS correlation (phase 160.5)
Network profiler (Rust, libs/neith/profiler-net, phase 160.5): Unreal Insights
Networking parity in pure Rust — per-connection bandwidth timelines,
replication byte attribution per (actor class, property), rpc frequency/size
stats, packet and ack analysis, congestion and prediction views — all
over caller-supplied deterministic inputs.
Neith sovereign physics-solver profiler — broad/narrow timing, PGS solver, contacts, islands, determinism (phase 160.9)
Physics-solver profiler (Rust, libs/neith/profiler-physics, phase 160.9):
broad/narrow phases timing with a real sweep-and-prune broad-phase, a
Projected-Gauss-Seidel solver with convergence iteration counts, contacts
timelines with Welford stats, islands and sleeping tracking, substep
accounting, and determinism checks — PhysX-PVD/Chaos-Insights territory.
Neith sovereign sample-based statistical profiler — continuous sampling, symbolication, cohort/population aggregation, regression + bootstrap statistics (phase 160.7)
Sample-based statistical profiler (Rust, libs/neith/profiler-sample, phase
160.7): a continuous sampler building an arena CallTree with self/total
counts, symbolication, cohort/population aggregation across captures,
regression and bootstrap confidence statistics, and trend analysis — the
live kernel tracer is the only fail-loud seam.
Neith sovereign shader profiler & static analyser — IL cost model, occupancy, register pressure, cross-target diff (phase 160.8)
Shader profiler and static analyser (Rust, libs/neith/profiler-shader, phase
160.8): a small real shader il in three-address form, a cost analyser with a
per-opcode latency/throughput table, occupancy and registers pressure
modelling, hardware counters aggregation with bottleneck classification,
permutation/variants analysis, and cross- targets diffing —
RGA/Mali-offline-compiler territory.
Neith sovereign in-game stat-command + HUD overlay engine — stat unit/fps/scene parity, hitch detection, console dispatch (phase 160.6)
In-game stat-command and HUD overlay engine (Rust, libs/neith/profiler-stat,
phase 160.6): stat unit/fps/scene frame breakdowns, a scrolling graph,
hitch detection, colour-coded thread bars, a developer-console command
dispatcher, and input key-binding toggles — every overlay produced as data
(draw lists, layout rects); pixel readback is a fail-loud FrameGrabber seam.
Neith sovereign engine-profiler cross-crate validation suite — overhead, trace-open throughput, capture fidelity, shader-stepping, stream/soak/dogfood (phase 160.14)
Cross-crate validation suite for the profiler stack (Rust,
libs/neith/profiler-testing, phase 160.14) — a testing crate running against
the real crates: instrumentation overhead ≤3%, trace-open fileio throughput,
GPU capture fidelity and shader-stepping accuracy, loopback stream_test, and
a report matrix stating honestly which gates need external hardware or
multi-hour soaks.
Neith sovereign engine-profiler timing / flamegraph analysis — swim-lanes, call-trees, critical path, task graphs, frame delta (phase 160.2)
Timing/flamegraph analysis (Rust, libs/neith/profiler-timing, phase 160.2):
reads a captured Trace and rebuilds nested zones, thread swim-lane
timelines with ns-to-session zoom, bottom-up/top-down calltree flamegraphs,
frames deltas, task-graph tasks, and concurrency views — the analysis half
of the capture crate.
Neith sovereign profiler UI + workflow layer — dock layout, draw-list scene graph, remote trace framing, two-way sync, multi-trace compare, saved queries, collaborative annotation, PNG/SVG/JSON export, colour-blind palettes and WCAG themes (phase 160.12)
Profiler UI and workflow layer (Rust, libs/neith/profiler-ui, phase 160.12):
no windowing — every module produces the data a front-end renders: a dock
layout with a real min/weight constraint solver, a web-viewer scene graph to
z-ordered draw lists, a versioned remote-trace stream protocol, capture
compare deltas, query hit-testing, export, and palette/ theme systems.
raster-* (13)#
Neith EEVEE-class anti-aliasing & upscaling: temporal AA with reprojection and YCoCg neighbourhood clamp, upscaling TAA-U, FXAA/SMAA spatial AA, MSAA forward resolve, velocity/motion-vector buffer, Halton/Sobol jitter, ghosting/flicker/swimming mitigation, neural-upscaler (Phase 94) option with Lanczos fallback, checkerboard half-res reconstruction and viewport-aware dynamic resolution scaling (phase 154.5)
Neith EEVEE-class viewport playback: realtime timeline scrubbing, RAM/disk-tiered playback cache with heavy-scene frame reservoir, audio-sync playback with drift correction, playblast with watermark + burn-in, playback speed slider, sub-frame playback, onion-skin animation overlay, simulated-frame markers and adaptive draw quality while scrubbing (phase 154.12)
Neith EEVEE-class AOV/passes/Cryptomatte: diffuse/specular/glossy/transmission/emission lobe passes, direct/indirect/total split, light-group LPE AOVs, per-material ID mattes, Cryptomatte 1.1 (object/material/asset) with MurmurHash3 ids and ranked coverage, motion-vector AOV, depth/world-normal/world-position AOVs, z-depth + deep-z, multi-layer OpenEXR channel layout with RLE compression and per-frame camera/lens/timestamp metadata (phase 154.11)
Neith EEVEE-class real-time rasterizer render graph & pipeline core: frame render graph with pass/resource dependency DAG and transient aliasing, Forward+ clustered / deferred / hybrid ray-trace pipelines, transient attachment allocator, minimal-barrier scheduler, async-compute queue overlap, cross-backend (Vulkan/Metal/DX12/WebGPU) capability negotiation, headless tiled farm rendering and deterministic frame reproducibility (phase 154.1)
Neith EEVEE-class real-time global illumination: SH-L2 irradiance volume probes with auto-placement and trilinear grid interpolation, cubemap+planar+parallax reflection probes, screen-space reflections, GTAO/HBAO ambient occlusion and HBIL indirect lighting, per-object light-group LPE AOVs, background probe bake scheduler, DDGI real-time probe update with Chebyshev visibility, ML-assisted adaptive probe placement, SDFGI cascade integration, and temporal + bilateral GI denoising (phase 154.3)
Neith EEVEE-class strand/groom shading: hair strand primitive rasteriser, Marschner R/TT/TRT hair BSDF with multi-lobe absorption, Disney/Chiang hair BSDF, Kajiya-Kay fallback, melanin/redness pigment input, per-strand root-to-tip gradient, LOD strand-to-billboard, weighted-blended order-independent transparency and Phase 155 curves-hair geometry integration (phase 154.9)
Neith EEVEE-class real-time material & shader layer: Disney/Burley Principled BSDF with anisotropic GGX specular, Burley/screen-space subsurface, sheen+clearcoat+transmission, thin-film iridescence, IOR refraction, in-material volumetrics, emission with bloom, displacement/POM/normal/triplanar/curvature inputs, OpenSubdiv tessellation hints, an OSL->GLSL/WGSL compat layer, a shader node graph with hot-reload and LOD simplification, material instance overrides and a library browser (phase 154.2)
Neith EEVEE-class non-photorealistic stylised output: cel/toon ramp shading, screen/normal/depth outline shader with line-weight control, tonal hatching/cross-hatch with adaptive density, watercolour/oil/ink painterly post, halftone/dot-screen, paper-texture composite, frame-to-frame line stabilisation and hand-drawn jitter, mixed NPR+PBR hybrid with per-object override, Freestyle-class feature-edge line renderer, Grease Pencil line-art export and a comic/manga preset library (phase 154.8)
Neith EEVEE-class post-processing stack: stable dual-filter bloom, bokeh/hexagonal depth of field, per-pixel motion blur, chromatic aberration, vignetting, anamorphic lens flare, procedural/plate film grain, glare/dirty-lens, 3D LUT colour grading, OCIO-managed AgX/Filmic/ACES tone mapping, ordered dithering, screen-space heat-haze distortion, Sobel outline/edge detection, a custom post node graph and an order-configurable pipeline (phase 154.7)
Neith EEVEE-class shadow system: cascaded shadow maps with stable texel snap, PCF/PCSS/VSSM soft + contact-hardening shadows, shadow-map atlas with LRU tile paging, moment shadow maps, screen-space contact shadows, caustic shadow approximation, froxel volumetric shadows, point/spot/area light shadow projections, hair deep-opacity self-shadow, thickness-based translucent shadows, shadow mask/stencil compositing, slope-scaled bias auto-tune, ray-traced shadow fallback and per-light quality overrides (phase 154.4)
Neith EEVEE-class rasterizer validation harness: visual and backend parity, raster/offline material round-trip, memory, OCIO, TAA, performance and power gates (phase 154.13)
Neith EEVEE-class viewport interaction & modes: solid/wireframe/material-preview/rendered shading modes, matcap/studio-lighting preview, single-colour/random-id/clay, X-ray, hidden-line & object overlays, translate/rotate/scale gizmos, selection-outline highlight, orbit/pan/fly camera navigation with POV lock, quad-view layout, in-viewport HUD stats, AOV preview picker, render-region crop markers and snapshot/reference capture (phase 154.10)
Neith EEVEE-class volumetrics & atmosphere: froxel volumetric fog, heterogeneous VDB/NanoVDB sparse-grid runtime, physically-based Preetham/Hosek sky, volumetric+billboard hybrid clouds, atmospheric aerial perspective, sun & moon orbital solar-position motion with time-of-day presets, physical cd/m2 auto-exposure with eye adaptation, god-rays/light-shaft radial scattering, and volumetric in-scatter from all light types (phase 154.6)
sculpt-* (10)#
Neith sovereign sculpt brush library — full ZBrush/Blender/Mudbox brush set: draw/clay/clay-strips/clay-tubes/clay-buildup/clay-polish, crease/flatten/inflate/scrape/chisel, smooth/detail-smooth/relax/slide, pinch/snake-hook/grab/thumb/elastic/nudge/blob/layer, rotate/twist, boundary, pose (IK-like), cloth (PBD), face-set, trim/line/polyline, snake-curve, skin & skin-wrap, projection/image-plane/spotlight/stamp-stencil, FiberMesh/insert-mesh/NanoMesh/MicroMesh, ZRemesher guides, ZSphere meta-skeleton, sketch prototyping, transpose master (phase 170.4)
Sculpt brush library (Rust, libs/neith/sculpt-brushes, phase 170.4): the
ZBrush/Blender/Mudbox brush set as real per-vertex deformation and
mesh-generation operators on neith-sculpt-core — base draw/clay/crease/
inflate/pinch family, grab/snake_curve/transpose, claybuildup, cloth
and pose brushes, zsphere armatures, zremesher-style remesh brush,
nanomesh, and stamp/spotlight projection.
Neith sovereign sculpt-mode foundation — per-object sculpt session with per-face hiding, pressure/tilt/azimuth stroke engine, lazy-mouse stabiliser, X/Y/Z + radial + tiling symmetry, clay compositor, high-res-to-display normal recompute, data-parallel deformation kernel, VR 6DOF sculpt pose, granular stroke undo, clipping-plane free orbit camera, radial tool wheel, brush customisation, cursor overlay, tablet gesture map (phase 170.1)
Sculpt-mode foundation (Rust, libs/neith/sculpt-core, phase 170.1): the shared
substrate for all sculpt/NPR crates — an editable indexed mesh with adjacency,
a per-object sculpt mode session with per-face hiding, a pressure/tilt
stroke engine with lazy-mouse stabiliser, X/Y/Z + radial symmetry, an
additive/subtractive clay compositor, falloff curves, undo, and vr
input.
Neith sovereign sculpt export paths — game-ready low-poly+normal-map bundle, OBJ/PLY/STL/glTF/USDA/FBX-ASCII writers with a configured Blender-backed Alembic Ogawa API, 3D-print STL/3MF with wall-thickness check, tangent/object/world normal-space conversion, OCIO-aware displacement encoding, UDIM tile split, texture atlas auto-pack, subtool component split, and Phase-42 engine / Phase-138 DCC preset profiles (phase 170.9)
Sculpt export engine (Rust, libs/neith/sculpt-export, phase 170.9):
gameready low-poly + normal-map bundles, real text-format writers in formats
(OBJ, PLY, ASCII STL, glTF 2.0 with base64 buffers, ASCII USD, ASCII FBX),
print3d STL/3MF with a ray-cast wall-thickness check, normalspace
conversion, udim splitting, and engine presets — the Alembic Ogawa binary
backend is an honest fail-loud seam in exporter.
Neith sovereign face-sets / poly-groups — per-face set attribute, auto-assign by normal/material/mask/UV, invert/grow/shrink, isolate (hide others), paint brush, boundary visualisation, face-set↔mask conversion, per-set pivot for pose, export as rig vertex groups, and face-set-driven simulation regions (phase 170.5)
Face-sets / poly-groups engine (Rust, libs/neith/sculpt-face-sets, phase
170.5): per-face sets with grow/shrink/invert/isolate over edge adjacency,
auto-assign by normal angle/material/mask/UV island, a paint brush,
inter-set boundary visualisation, face-set↔vertex-mask convert, and per-set
pivots.
Neith sovereign sculpt layers & non-destructive editing — per-object layer stack with visibility/opacity, add/multiply/overlay/mask blend modes, per-layer mask painting, sub-layers scoped to a multires level, morph-target export, per-layer versioning with revert, undo beyond the stroke into layer history, layer opacity/weight animation keyframes, and blend-shape export for rigs (phase 170.3)
Non-destructive sculpt layers (Rust, libs/neith/sculpt-layers, phase 170.3): a
per-object displacement layer stack with visibility/opacity and
add/multiply/overlay blend modes, per-layer mask painting, sublayers scoped
to a multires level, morph-target export, per-layer version history with
revert, and opacity keyframe animation.
Neith sovereign sculpt masking — paint mask brush, box/lasso/line mask, mask by cavity/AO/curvature, mask from image texture, mask symmetry, feather/smooth/sharpen, extract masked region as new mesh, fill/clear, mask from seam/sharp edge, and auto-mask during stroke (phase 170.6)
Sculpt masking engine (Rust, libs/neith/sculpt-mask, phase 170.6): a
per-vertex mask with falloff painting, box/lasso/line shapes, procedural
generate masks by cavity/AO/curvature, projected-image texture masks,
nearest-mirror symmetry, feather/smooth/sharpen filtering, and masked-region
extraction to a new mesh.
Neith sovereign vertex paint & colour sculpt — vertex-colour paint brush, pressure-aware alpha, texture-based brush pattern, colour picker/eye-dropper, HSV/hue-shift brush, colour by cavity/AO, bake vertex colour<->texture over UVs, multi-channel vertex-attribute export, and Phase-154 material integration (phase 170.7)
Polypaint / vertex-colour engine (Rust, libs/neith/sculpt-polypaint, phase
170.7): per-vertex RGBA paint with pressure and pattern brushes, a picker
eye-dropper, an hsv hue-shift adjustment brush, procedural
colour-by-cavity/AO, and bidirectional vertex-colour↔texture bake over UVs.
Neith sovereign retopology — manual poly-by-poly retopo, instant auto quad retopo, flow-guided retopo (cross/stroke field), symmetric retopo, UV auto-pack, shrinkwrap high->low, normal/colour/weight transfer via projection, and a map baker (displacement/normal/AO/curvature/cavity/thickness/position) with multi-res support (phase 170.8)
Retopology engine (Rust, libs/neith/sculpt-retopo, phase 170.8): manual
poly-by-poly retopo with surface snapping via closest-point projection, auto
instant-quad and cross-field flow-guided retopo, mirror-weld symmetric retopo,
uvpack island packing, high-to-low shrinkwrap, and normal/colour/skin-weight
transfer plus a texture baker.
Neith sovereign sculpt/NPR testing & validation — real tiled 50M-polygon deformation performance, dyntopo stability burn-in, multires bake vs analytic and Blender references, Blender .blend face-set roundtrip, validated ZBrush .ztl adapter import, retopo+bake corpus, Freestyle line stability across animation, hand-painted cel golden diff, offline/realtime parity, and Phase-27/141/156-bound dogfood (phase 170.13)
Testing and validation for the sculpt + NPR pipeline (Rust,
libs/neith/sculpt-testing, phase 170.13) — a validation crate: large-mesh
perf throughput, dyntopo burnin, multires_bake accuracy against an
analytic reference, faceset_roundtrip serialisation, a retopo/map-bake
corpus, Freestyle line_stability across an animated camera, and a fail-loud
.ztl binary-import seam in ztl.
Neith sovereign dynamic-topology & multires — Sculptris-pro dyntopo with detail-size slider, brush-adaptive subdivision, relative/absolute detail, smooth-shading preview, quadric decimation to a target count, Catmull-Clark multires with per-level up/down propagation, apply-base, reshape, auto-remesh to quads, voxel (DynaMesh) remesh, instant-meshes-style quad remesh, boundary-preserving remesh, crease/sharp preservation, topology snapshot/revert (phase 170.2)
Dynamic topology and multiresolution (Rust, libs/neith/sculpt-topology, phase
170.2): Sculptris-Pro dyntopo tessellation with a detail-size slider,
quadric-error decimate to a target count, Loop subdiv multires with
per-level displacement, voxel_remesh (DynaMesh-style surface nets),
cross-field_remesh (ZRemesher-style), and crease/snapshot support.
sim-* (14)#
XPBD cloth & soft-body DCC simulation kernel (phase 157.6)
XPBD cloth and soft-body kernel (Rust, libs/neith/sim-cloth, phase 157.6): an
xpbd distance-constraint solver with per-substep compliance, dihedral
bending, strain-threshold tearing with topology splitting, spatial-hash
self_collision, analytic-SDF body_contact, aerodynamics, garment
assembly with stitch seams, and a co-rotational fem soft-body path.
Neith Mantaflow-class simulation — solver core & domain model (phase 157.1)
Shared foundation of the phase-157 Mantaflow/Houdini-class simulation framework
(Rust, libs/neith/sim-core): math with polar decomposition, a domain box
with nested multi-res, dense grids + staggered MacGrid, a sovereign
VDB-class sparse grid, narrow-band levelsets, seeded rng, and
bake/cache machinery every solver crate reuses.
Distributed simulation farm: decomposition, scheduling, scaling models, cost & cache policy (phase 157.13)
Distributed simulation orchestration (Rust, libs/neith/sim-farm, phase 157.13)
— the planning/scheduling layer, not a live farm: shot decompose across
machines and MPI-rank domain carving, scaling prediction, dependency
schedule ordering, farm submit descriptors, retry policies, proxy review
gating, cost estimation, and byte-budget cache_policy — real cluster
hardware is explicitly out of scope.
Force fields & object interaction: obstacles, colliders, inflow/outflow, sources/sinks, guiding, keyframe & curl-noise forces (phase 157.10)
Force fields and object interaction (Rust, libs/neith/sim-forces, phase
157.10): static/kinematic/deforming obstacles as SDF + cell-type masks with
moving-surface velocity stamping, triangle-mesh-to-SDF in collider, flow
inflow/outflow, curve guide forces, curl noise, and region masks — all on
the shared sim-core grid types.
Real-time baking of offline sim caches into game-runtime assets (phase 157.12)
Real-time baking for game runtimes (Rust, libs/neith/sim-games, phase 157.12):
bakes solved sims into runtime-samplable assets — flipbook atlases, volume
textures, vat vertex-animation textures, pointcaches, GPU particle_seed
textures, loopbake cycles, and impostors — every baker has a tested decode
inverse within stated tolerance.
Neith Mantaflow-class simulation — Eulerian pyro/gas solver (phase 157.3)
Eulerian pyro/gas solver (Rust, libs/neith/sim-gas, phase 157.3): a
staggered-grid smoke and fire solver — semi-Lagrangian + MacCormack/BFECC
advection, deflated-PCG pressure projection, vorticity confinement,
two-scale upres, fuel→flame→smoke combustion, and Planck blackbody fire
emission — Houdini-Pyro/EmberGen territory, offline quality.
Neith Mantaflow-class simulation — FLIP/APIC/PIC liquid solver (phase 157.2)
FLIP/APIC/PIC liquid solver (Rust, libs/neith/sim-liquid, phase 157.2): a
hybrid particle-grid incompressible solver — PIC/FLIP/APIC/MLS transfer,
MIC(0)-preconditioned PCG pressure projection, level-set surface with CSF
tension and adaptive seeding, Newtonian/Herschel-Bulkley rheology,
whitewater, and a pbf quick-preview path.
Neith Mantaflow-class simulation — Material-Point-Method solver (phase 157.4)
Material-point-method solver (Rust, libs/neith/sim-mpm, phase 157.4): one
MLS-MPM solver running snow, sand, goo and elastic solids by swapping the
material constitutive law and plastic return-map — signed 3x3 svd, quadratic
B-spline grid transfer, fracture, and solver coupling.
Ocean surface simulation: Phillips-FFT + Gerstner waves, whitecaps, shore breaking, wakes, caustics, shallow-water coupling (phase 157.8)
Ocean, waves, and whitecaps (Rust, libs/neith/sim-ocean, phase 157.8): a
Tessendorf Phillips-spectrum fft_ocean with choppiness, Jacobian foam and
seamless tiling, analytic gerstner trochoids, beaufort wind presets,
Green's-law shore shoaling and breaking, shallow_water solve, and boat
wakes.
Neith DCC-class particle system / POPs solver (phase 157.5)
Particle system / POPs solver (Rust, libs/neith/sim-particles, phase 157.5): a
structure-of-arrays particle store, point/surface/volume/curve emitters with
deterministic seeding, forces and collision, boids flocking,
poisson-disk sampling, spatial hashing and a bvh, metaball/mesh
outputs, and a gpu descriptor path — property-tested against conservation laws
and analytic solutions.
CPU reference volume ray-marcher: AOVs, absorption/scattering/emission shading, Henyey-Greenstein & multi-scatter, black-body fire, light-linking, LOD, denoise, motion blur, viewport preview (phase 157.11)
CPU reference volume renderer (Rust, libs/neith/sim-render, phase 157.11) —
deliberately not a GPU pipeline: a physically-based volume ray-marcher serving
as ground truth for the viewport, with aov channel extraction from
dense/staggered/sparse grids, blackbody emission, phase functions,
denoise, and image output.
Rigid-body, constraint & fracture simulation solver (phase 157.7)
Rigid-body, constraint, and fracture solver (Rust, libs/neith/sim-rigid, phase
157.7): a sequential-impulse solver with contact manifolds, restitution and
Coulomb friction, hinge/ball/slider/cone-twist constraint joints as real
Jacobian impulses, force-limited motors and CFM/ERP springs, voronoi
pre-fracture by half-space clipping, island sleeping, and building
demolition clustering.
Surface reconstruction & meshing: anisotropic kernels, marching cubes, dual contouring, Taubin smoothing, Loop subdivision, UV, remesh (phase 157.9)
Surface reconstruction and meshing (Rust, libs/neith/sim-surface, phase
157.9): Yu-Turk anisotropic kernel fields from particles, canonical 256-case
marching_cubes and QEF dual_contouring, narrowband polygonisation,
smoothing/subdivision/remesh post-passes, uv generation, and
velocity-mapped meshcache output.
Neith Mantaflow-class simulation — testing & validation benchmarks (phase 157.14)
End-to-end validation benchmarks for the simulation framework (Rust,
libs/neith/sim-validation, phase 157.14) — a testing crate asserting physical
invariants, not screenshots: dambreak vs the Ritter analytic solution, a
rising bubble, Rayleigh-Taylor/Kelvin-Helmholtz instability, an
mpm_snowball, a pyro_corpus, and .bobj/sparse-cache interop round-trips.
spatial-* (11)#
Neith sovereign multi-user collocated sessions — LAN peer discovery, cloud-relay fallback, shared-anchor network protocol, room-scan sharing, CRDT shared scene state, voice-chat bridge, gesture/gaze broadcast, room-scale latency optimisation, session permission/roles, and multi-user recording for replay (phase 166.9)
Multi-user collocated sessions (Rust, libs/neith/spatial-anchors-collab, phase
166.9): LAN peer discovery with heartbeat expiry and cloud-relay fallback, a
sequence-ordered shared-anchor protocol with latency budgeting, chunked
roomscan sharing, a last-writer-wins crdt with vector clocks for shared
scene state, and session recording — peer-to-peer, no central authority.
Neith sovereign spatial audio — HRTF binaural rendering (Woodworth ITD + ILD + head-shadow), room acoustics from scene mesh (Sabine RT60), occlusion/obstruction filtering, per-room reverberation, first-order ambisonics ingest/render/rotate, voice-call spatialisation, directional mic pickup (beamforming), near/far field distinction, personalised HRTF calibration, and passthrough audio blend (phase 166.7)
Spatial-audio engine of the spatial runtime (Rust, libs/neith/spatial-audio,
phase 166.7): hrtf binaural rendering via Woodworth ITD + ILD + head-shadow
low-pass, room acoustics from the scene mesh with the Sabine RT60 equation,
occlusion filtering, first-order ambisonics encode/decode/rotate, and a
spatializer — closed-form and deterministic for headless conformance runs.
Neith sovereign spatial avatar & presence layer — persona face+voice capture and verification, MetaHuman-class avatar rigs with stylised variants and wardrobe, gaze/expression streaming, mic lip-sync, upper-body two-bone IK and seated/standing leg inference, distance spatial-audio attenuation, shared multi-user presence, cross-platform fidelity degradation, self-avatar mirror, and personal-space safety bubbles (phase 166.4)
Avatar and presence layer (Rust, libs/neith/spatial-avatars, phase 166.4):
persona face+voice signature capture with cosine verification, a
joint-hierarchy rig with stylised variants and slot-conflict wardrobe,
quantised gaze/expression frame streaming, energy+formant mic lip-sync in
audio, two-bone law-of-cosines upper-body IK, and privacy controls.
Neith spatial-computing cross-crate conformance and fail-closed hardware evidence validation for phase 166.11
Cross-crate conformance for the spatial runtime (Rust,
libs/neith/spatial-conformance, phase 166.11) — a validation crate driving the
real sibling implementations: motion-to-photon latency (≤12 ms after
reprojection), eye-tracking calibration (≤1 degree), hand jitter benchmarks,
room mesh_accuracy across synthetic rooms, thermal throttle monotonicity,
anchor drift bounds, and wcag checks, plus fail-loud external gates for
on-device targets.
Neith sovereign spatial-computing core — spatial session lifecycle (cold-start/warm-resume), persistent world anchors, cloud-anchor relocalisation, scene-mesh reconstruction + occlusion, semantic room segmentation, dynamic object detection, spherical-harmonic lighting estimation, plane/bounding-box/image/object targets, WGS84 geospatial anchors, sovereign visual-positioning, and on-device privacy enforcement (phase 166.1)
Session, scene, and world-anchor foundation of the spatial runtime (Rust,
libs/neith/spatial-core, phase 166.1): a cold-start/warm-resume session
state machine, persistent anchors with cloud_anchor relocalisation via
Horn's rigid registration, scene-mesh reconstruction and occlusion, semantic
room segmentation, spherical-harmonic lighting estimation with CCT,
plane/image/object targets, geospatial/vps positioning, and privacy
gating — ARKit/ARCore/Quest-Scene territory.
Neith sovereign spatial input — eye-tracking gaze ray + hover, gaze+pinch primary gesture, two-hand scale/rotate, 27-joint hand skeleton, direct touch / poke, grab-drag-throw physics, hand-pose recognition, custom gesture recogniser, voice wake-word + commands, dictation post-edit, hover-type spatial keyboard, controller support, and accessibility alt-input (phase 166.3)
Gaze, hand, voice, and accessibility input (Rust, libs/neith/spatial-input,
phase 166.3): an eye-tracking gaze ray with dwell hover, a 27-joint hands
skeleton with pinch/curl features, gestures (gaze+pinch, two-hand
scale/rotate, pose recognition, custom recognisers), voice wake-word and
command grammar, touch/controller/keyboard paths, and accessibility
input.
Neith sovereign spatial OS shell integration — 3D-volume window manager, side-by-side multitasking, home/launcher spatial view, app install store, system-vs-app gesture routing, recentering + space reset, guardian/chaperone boundary, accessibility features, and shared 2D<->3D clipboard (phase 166.10)
Spatial-OS integration shell (Rust, libs/neith/spatial-os, phase 166.10): a
3D-volume window_manager with focus, z-order and side-by-side multitasking, a
home launcher grid with app install store, system-vs-app gestures routing,
yaw recentering and space reset with guardian boundary breach fade,
accessibility settings, and a typed 2D↔3D clipboard — integrating with the
phase-45 sovereign OS shell.
Neith sovereign physics-in-passthrough — virtual-to-real collision against scene mesh, gravity alignment to the real up-vector, object-resting-on-real-surface with support-polygon topple, hand-push impulse physics, real-to-virtual occlusion + contact shadow, real-world lighting-to-virtual shading, dynamic occluder update, snap-to-plane magnet, and safety-zone fly-through-wall enforcement (phase 166.6)
Physics-in-passthrough (Rust, libs/neith/spatial-physics, phase 166.6):
virtual rigid bodies colliding with the reconstructed room — sphere-vs-scene
collision with safety-zone clamping, gravity-aligned dynamics with
support-polygon topple detection and hand-push impulses, planar contact
shadows with dynamic occluders, real-light-driven Lambert/Blinn shading, and
surface magnet snapping.
Neith sovereign stereoscopic & foveated XR render layer — per-eye stereo rendering, fixed + eye-tracked foveation, motion reprojection (timewarp/spacewarp), low-latency compositor with late-latching, variable-rate shading, HDR passthrough compositing, thermal power-aware downshift, per-eye IPD calibration, Zernike geometric distortion + chromatic aberration correction, and a stereo test-pattern suite (phase 166.5)
Stereoscopic and foveated XR render layer (Rust, libs/neith/spatial-render,
phase 166.5): per-eye stereo view/projection with IPD calibration and depth
late-latching, fixed + eye-tracked foveation with variable-rate shading tiles,
asynchronous timewarp/spacewarp reprojection, power-aware refresh/resolution
downshift, lens distortion, and hdr passthrough compositing.
Neith sovereign spatial developer SDK & tooling — C-ABI/Swift/ObjC native bindings with a generational opaque-handle table, Unity/Unreal/Godot engine plug-in manifests, WebXR-to-native capability translation, imperative 3D scene graph with world-transform composition, RealityKit/USDZ entity-component compatibility, Reality-Composer-class scene authoring + sample gallery, declarative SwiftUI-class UI DSL with flexbox layout, hybrid 2D+3D panels, a room-preset simulator with record-and-replay, debug overlays, a phase-160 perf analyzer, and 2D-to-3D deep-link routing (phase 166.8)
Developer SDK and tooling for the spatial runtime (Rust,
libs/neith/spatial-sdk, phase 166.8): C-ABI bindings descriptors with a
generational opaque-handle table, Unity/Unreal/Godot plugins manifests, WebXR
capability translation, an imperative scenegraph with world-transform
composition, Reality-Composer-class authoring, a simulator model,
debug_perf tooling, and deeplinks.
Neith sovereign spatial volumes layer — bounded fixed-size volumes with content clipping and auto-resize-to-room, unbounded/immersive spaces with full-space takeover and a progressive-immersion dial, shared-space multi-app compositing (guillotine packing), side-by-side 2D window + 3D volume layout, passthrough/MR blend compositing, privacy-aware passthrough masking, virtual-environment skybox coverage, portal window-into-virtual frustum clipping, capture-to-2D spectator pinhole projection, and accessibility magnification (phase 166.2)
Volumes and immersive/shared spaces (Rust, libs/neith/spatial-volumes, phase
166.2): bounded volumes with content clipping and auto-resize-to- room,
immersive full-space takeover with a progressive-immersion dial, multi-app
shared_space compositing via guillotine packing, passthrough blend with
privacy masking, portals, and a spectator view.
vfx-* (11)#
Neith sovereign GPU-VFX particle attribute system — SoA GPU layout, half/byte compression, material bindings, runtime graph inspector (phase 161.3)
Particle attribute substrate of the phase-161 Niagara-class VFX stack (Rust,
libs/neith/vfx-attribute): structure-of-arrays storage with std430 layout
sizing, half/unorm8/snorm8 compression codecs, typed attributes with spawn
defaults and persistence policy, stable builtin semantics for addressing
streams by role, material bindings, and a runtime inspector.
Neith sovereign GPU-VFX effect asset model — systems, emitters, module stacks, node-graph scripting, GPU/CPU compile, hot-reload, versioned schema (phase 161.1)
Effect asset model of the VFX stack (Rust, libs/neith/vfx-core, phase 161.1):
an EffectSystem of emitters with ordered module_stacks, behaviour authored
as a typed dataflow graph that compiles to both a CPU interpreter and a WGSL
compute module, a gameplay-bindable blackboard, a timeline of triggers, a
versioned schema envelope, and hot-reload dependency tracking.
Neith GPU-VFX external data plug-ins — mesh/skeletal/SDF/texture/camera/physics/navmesh/audio-FFT/music-beat/blackboard/weather/RT-readback/depth-normal-velocity/curve-LUT/NN interfaces (phase 161.7)
External data plug-ins for VFX graphs (Rust, libs/neith/vfx-data-interfaces,
phase 161.7): per-particle samplers over injected data — mesh/skeletal
surface sampling, sdf, texture, physics, navmesh, audio FFT and
beat, gbuffer depth/normal, curve LUTs, and neural — all behind the
DataInterface contract with an honest Availability seam that reports
unavailable rather than feeding zeros.
Neith GPU-VFX authoring editor — node-graph editor, property panel, keyframe timeline, preview transport, debug HUD, breakpoints, particle inspector, overlays, budget meter, presets, templates, asset browser, undo/redo, collab (phase 161.8)
Authoring-editor model layer (Rust, libs/neith/vfx-editor, phase 161.8) — data
structures a UI binds to, no pixels of its own: a graph_editor with validated
edits, a reflected property_panel, a keyframe timeline with real curve
evaluation, a preview transport, debounced recompile, a debug hud with
breakpoints and a particle inspector, undo/redo history, and a
vector-clock CRDT collab layer.
Neith GPU-VFX preset library — combat, magic, weather, environment, vehicle, UI, sci-fi, horror, stylised/NPR, educational preset builders (phase 161.10)
Shipped VFX preset catalogue (Rust, libs/neith/vfx-library, phase 161.10):
every preset is a real builder composing a validate()-passing EffectSystem —
combat (muzzle flashes as sub-frame emissive cone bursts), magic, weather
(8192-particle box-volume rain), environment, vehicle, scifi, horror,
npr, and educational categories in a registry.
Neith GPU-VFX module library — motion, appearance, collision/environment, event modules (phase 161.4)
Behaviour-module library (Rust, libs/neith/vfx-modules, phase 161.4): each
Module is a pure deterministic transform over a particle pool for one timestep
— motion (symplectic integration, inverse-square fields, analytic curl
noise), appearance, collision/environment response, and event
recording onto an EventBus — real domain maths, not data plumbing.
Neith GPU-VFX performance, LOD & budgeting — LOD curves, frustum culling, global GPU/VRAM budget, priorities, pooling, warm-up, async-compute hooks, multi-GPU, platform profiles, occlusion disable (phase 161.9)
Performance, LOD, and budgeting governor (Rust, libs/neith/vfx-perf, phase
161.9): piecewise-linear lod curves, frustum and occlusion culling, a
global GPU-ms/VRAM budget with priorities, particle pooling, warmup
pre-simulation, async_graph compute hooks, multigpu splitting, and platform
profile clamping of real effect systems.
Neith GPU-VFX render primitives — sprite, mesh-instance, ribbon, beam, light, decal, volume, SDF-metaball, strand, UI (phase 161.5)
Render primitives of the VFX stack (Rust, libs/neith/vfx-renderers, phase
161.5): turns live particle pools into GPU-ready geometry with the real WGSL a
wgpu pipeline would bind — billboard sprites, mesh_instance TRS buffers,
Catmull-Rom ribbons and strands, beams, light parameters, oriented
decal projectors, view-aligned volume slices, and marching-cubes
metaballs.
Neith GPU-VFX advanced simulation stages — multi-stage dispatch, custom compute, grid-fluid, dynamic SDF, neighbour hash-grid, sort, scan, indirect dispatch, ping-pong, ML inference (phase 161.6)
Advanced simulation stages (Rust, libs/neith/vfx-sim, phase 161.6): correct
CPU references of the compute-shader building blocks, with real WGSL emitted
alongside — a topologically-scheduled stage_graph with barrier checking, grid
fluid and dynamic sdf field generators, neighbour hash-grid search,
sort/scan primitives, indirect dispatch, pingpong buffers, and ml
inference.
Neith GPU-VFX spawn rules & emission — burst/rate/shape/skeletal/beam/curve/event/GPU-readback emitters, seeded streams, budgets (phase 161.2)
Spawn rules and emission (Rust, libs/neith/vfx-spawn, phase 161.2):
burst/rate/shape/skeletal/beam/curve/event/GPU-readback emitters
producing SpawnRequests written into the particle pool, seeded PCG32 streams
for bit-reproducible effects, spawn budgets and throttles, and typed
SpawnError refusal of invalid geometry or budgets.
Neith GPU-VFX testing & validation harnesses — CPU sim-throughput stress, cross-run/shader determinism, LOD-transition smoothness, budget-cap enforcement (phase 161.11)
Validation harnesses for the VFX stack (Rust, libs/neith/vfx-testing, phase
161.11) — a testing crate driving the real sibling crates: a stress CPU
sim-throughput harness for the 1M@60/5M@30 targets (the GPU frame-rate
acceptance itself is hardware-gated and reported honestly as CPU throughput),
cross-run determinism, lod_smoothness, and budget_cap enforcement.
viz-* (12)#
AssetKind1License14AssetVersion15Asset22AssetQuery36AssetCatalog45AssetInstance125UserLibraryBackend131UserLibraryPublisher143ASSET_KINDS176LibraryManifest190MirrorStorage196OfflineMirror200ImportBridge226 +5 moreCarPaint1evaluateCarPaintReflectance54VehicleOption82configureVehicle89StudioPreset107StudioLightRig108StudioSetup114automotiveStudioPreset128AutomotiveMaterial188GlassState193laminatedGlassTransmission205reflectionStripe226surfacingDiscontinuity238planarReflectionMatrix253 +27 moreVec21Vec32Rgb3RenderDevice4Upscaler5ToneMapper6Ray8Hit12SceneQuery18RenderCapabilities22RenderProfile28negotiateRenderProfile41Reservoir70updateReservoir76 +80 moreVec31ScatterPoint2ScatterMask10Volume22ScatterVariation25ScatterPrototype32ScatterInstance38paintScatter48evaluateMask83followSurface111scatterSpline127Biome144BIOME_RULES145VegetationSpecies172 +10 moreVec31GeoTime2SolarPosition7solarPosition13CelestialState57celestialState63SkyModel79Atmosphere80skyRadiance89CloudGenus104Precipitation112Weather113SurfaceState130updateSurface139 +26 moreVec31Turntable2orbit9LightShape19StudioLight20StudioRig31studioRig38BreakdownChannel68breakdownBlend80BakeMesh102BakeChannel108BakeRequest116BakeBackend124bakeMaps127 +12 moreCadFormat1CadPart2Tessellation9Tessellator15MaterialRule21autoMaterials26HdriLight40placeHdriLight47StudioBackdrop56StudioScene57studioScenePreset71Label112projectLabelUv129Variant175 +11 moreProducer1EntityKind19Revision27LiveEntity33Change41ChangeSet45ProducerAdapter50ChangeFeed57ChangeFeedAdapter73Conflict99SyncReceipt105LiveScene112LiveLinkSession181PRODUCER_CAPABILITIES212 +3 moreLegacyFormat3MigrationInput14CanonicalScene19CanonicalNode27CanonicalMaterial36MigrationWarning43MigrationResult49SceneConverter54MigrationRegistry59LEGACY_FORMATS77TextureResolver89resolveTextures92migrationReport115standardConverter130 +1 moreGeometryPage1OutOfCoreGeometry9VirtualGeometryBridge42parseNeithVirtualGeometryManifest48GpuNode111partitionSamples117RenderNode136DistributedTile143scheduleTiles149PositionedRenderTile167RenderedTile173LanRenderClient181HttpLanRenderClient186DistributedRenderResult219 +12 moreVec35Pose6NavigationMode10NavigationSettings11CollisionWorld18navigate22CameraBookmark48BookmarkStore55PathKey70sampleCameraPath76Hotspot91Annotation103AnnotationStore111measure125 +37 moreSceneFormat1SceneNode2PreviewScene11SceneImporter20ImportRegistry24SceneTile39HugeSceneCache46SceneNavigator76AnimationKey100sampleSpline106RenderJob123RenderFarm132HttpRenderFarm135RenderQueueState174 +8 morevp-* (13)#
Neith sovereign broadcast virtual studio — real-time graphics/lower-thirds, virtual set library, talent-avatar rigging bridge, data-driven graphics, multi-camera director, instant-replay graphics, results/map visualisation, NDI/SDI/ST-2110 output (phase 163.9)
Broadcast virtual studio (Rust, libs/neith/vp-broadcast, phase 163.9):
real-time graphics lower-thirds, a virtual setlib with camera presets, the
phase-162 talent-avatar binding (a fail-loud rig seam), ar_bridge
depth-ordered AR-over-key compositing, datagraphics, a multi-camera
director, instant-replay speed ramps, and an NDI/SDI/ST-2110 output model
— Vizrt/Brainstorm territory.
Neith sovereign camera tracking & metadata — tracker ingest (RedSpy/Ncam/StarTracker/OptiTrack), lens encoders, IMU fusion, optical inside-out, calibration, delay/latency models, prediction/smoothing, FreeD/RTTrPM/OSC, timecode-aligned record (phase 163.3)
Camera tracking and metadata (Rust, libs/neith/vp-camera, phase 163.3):
timestamped confidence-weighted TrackerSamples, ingest normalisation for
RedSpy/Ncam/StarTracker/OptiTrack conventions (the live tracker is a fail-loud
TrackerSource seam), lens_encoder calibration, imu fusion,
freed/rttrpm/osc parsers, prediction/smoothing, and timecode-aligned
recording.
Neith sovereign multi-node render cluster — leader election, config-driven topology, genlock/swap-lock frame sync, PTP deadline scheduler, timecode master/slave, OSC/gRPC command fan-out, heartbeat/failover, crash-restart, stage isolation (phase 163.1)
Multi-node render cluster (Rust, libs/neith/vp-cluster, phase 163.1): the
nDisplay/RenderStream-class brain keeping N nodes in lockstep — leader
election, config-driven topology, genlock swaplock frame sync, a PTP
deadline scheduler, timecode_sync, heartbeat/failover and crash restart
— all deterministic in-process logic; the OSC/gRPC wire is an honest Transport
seam that fails loud until bound.
Neith sovereign on-set colour pipeline — OCIO 2.x graph, ACES IDT/RRT/ODT, per-LED calibration profiles, camera OETF inversion, wall→camera roundtrip, HDR preserve, CDL/LUT, ColorChecker auto-match, metamerism alert, per-setup signoff (phase 163.5)
On-set colour pipeline (Rust, libs/neith/vp-color, phase 163.5): an OCIO-
class graph, aces IDT/RRT/ODT chain, per-panel panel_calibration,
camera_log inversion (ARRI LogC, S-Log3, Log3G10, PQ, HLG — published curves),
wall→camera roundtrip verification with CIEDE2000, cdl/lut grading,
colorchecker auto-match, metamerism alerts, and per-setup signoff.
Neith sovereign operator control surface — web/tablet UI model, control-panel mapping, scene/shot/take selector, live parameter dials, cue engine with fades, role dashboards, emergency wall-black, snapshot autosave, rehearsal/record/playback modes (phase 163.8)
Operator control surface (Rust, libs/neith/vp-control, phase 163.8) — a
deliberately GUI-free headless state model a web/tablet client and hardware
panel both drive: a serialisable surface aggregate, scene/shot/take
selectors, live parameter dials, a cue engine with fades, role dashboards
in roles, emergency wall-black safety, and snapshot autosave with
rehearsal/record/playback modes.
Neith sovereign virtual-production foundation — shared math/transform, SMPTE timecode + genlock, on-set colour primitives (chromaticity, XYZ, ΔE), camera intrinsics/extrinsics/lens-distortion, and typed cluster/panel/camera/take IDs (phase 163)
Shared spine of the phase-163 virtual-production stack (Rust,
libs/neith/vp-core): dependency-free math (Vec/Mat/Quat, Ray/Plane/
Frustum), drop-frame-correct SMPTE timecode with PTP and genlock phase,
color science (CIE chromaticity, Lab, ΔE76/ΔE2000), a camera
intrinsics/extrinsics/distortion model, and typed ids — every vp-* crate
builds on this vocabulary.
Neith sovereign inner/outer frustum rendering — ambient outer fill, camera-accurate inner parallax window, sub-frame update, overshoot safe-zone, multi-cam crossfade, resolution scaler, colour-match, latency meter, replay mode, hero-frame extraction (phase 163.4)
Inner/outer frustum rendering (Rust, libs/neith/vp-frustum, phase 163.4): the
ICVFX heart — a generalized Kooima off-axis perspective through the LED
screen, the camera-accurate inner parallax window with overshoot margin,
outer ambient fill with set-extension bypass, soft-edge blend and
multi-camera crossfade, colormatch, a latency meter, and hero-frame
extraction.
Neith sovereign in-camera VFX, green-screen & mixed reality — chroma keyer, AR composite, set extension, occluder masking, spill suppression, LiDAR depth composite, reflection/light matching, shadow catcher, roto assist, plate capture (phase 163.7)
In-camera VFX, green screen, and mixed reality (Rust, libs/neith/vp-mr, phase
163.7): colour-difference and chroma-distance keyers, premultiplied
Porter-Duff composite with depth test, despill, set extension, occluder
masking, LiDAR depth compositing, reflection/lighting matching, a shadow
catcher, and roto assist — real signal/compositing maths on the vp-core
primitives.
Neith sovereign editorial & VFX handoff — OTIO/AAF/EDL export with tracking, USD scene publish, virtual camera path, EXR+JSON plate package, clean vs graded plate, scene rebuild, LUT/CDL persistence, geometry handoff, DCC live-link (phase 163.11)
Editorial and VFX handoff (Rust, libs/neith/vp-pipeline, phase 163.11):
CMX3600 edl + OTIO export, per-take usd (USDA) scene publish, a
timecode-keyed camera_path, EXR+JSON plate packages (clean vs graded), ASC
cdl persistence, proxy-geometry OBJ handoff, a post-rebuild manifest, and
a bidirectional DCC livelink.
Neith sovereign capture, recording & playback — raw plate capture, FreeD tracking record, synchronised multi-cam+audio timeline, take recorder, retake-less re-render, dailies package, on-set review markers, archival snapshot, ShotOps publish (phase 163.10)
Capture, recording, and playback (Rust, libs/neith/vp-record, phase 163.10):
raw plate capture with codec-modelled byte accounting, a timecode-keyed FreeD
tracking recorder with interpolated pose queries, a synchronised
multi-cam+audio timeline with out-of-sync flagging, a Take recorder state
machine, retake-less re-render, dailies packaging, and a shotops publish
hook.
Neith sovereign virtual scene content pipeline — USD/glTF/FBX/Alembic/VDB ingest, level streaming, live-lit DCC updates, sky/time-of-day, HDRI dome, weather/VFX/atmospherics hooks, splat/plate, take history, asset bundle shipment (phase 163.6)
Virtual scene content pipeline (Rust, libs/neith/vp-scene, phase 163.6): a
SceneAsset/SceneGraph model with a real gltf 2.0 JSON parser (binary
containers fail loud via an ExternalDecoderSeam), spatial-grid streaming
with hysteresis, incremental dcc_update live-link edits, sky/time-of-day and
hdri domes, weather/atmospherics hooks, splats, and take history with
asset bundle shipment.
Neith sovereign virtual-production validation harness — genlock jitter, camera latency, colour round-trip ΔE, per-node throughput, multi-cluster isolation, mid-take smoothness, retake determinism, lens-encoder compatibility, dogfood + soak drivers (phase 163.12)
Virtual-production validation harness (Rust, libs/neith/vp-testing, phase
163.12) — a testing crate grading traces against acceptance criteria: genlock
jitter ≤1 scan line, motion-to-photon latency ≤1.5 frames at 24 fps, color
round-trip ≤ΔE 1, per-node throughput (4K/120), multi-stage isolation,
mid-take smoothness, retake determinism, and lens_compat checks.
Neith sovereign LED volume geometry & mapping — panel catalog, wall models (curve/flat/ceiling/floor), UV/pixel mapping, bezel compensation, warp+soft-edge blend, moiré mitigation, HDR/luminance calibration, panel health, processor bridge (phase 163.2)
LED volume geometry and mapping (Rust, libs/neith/vp-wall, phase 163.2): a
panel spec catalog, flat/curve/cylinder/ceiling/floor wall geometry, wall-UV
to panel pixel mapping with geometry-preserving bezel compensation, warp +
soft-edge blend, scan-based calibration, moire mitigation, hdr luminance
calibration, panel health monitoring, and a Brompton/Novastar/ROE processor
bridge model.
vse-* (11)#
Neith DCC-integrated VSE — audio track features / DSP (phase 158.5)
Audio DSP layer of the embedded Video Sequence Editor (Rust,
libs/neith/vse-audio, phase 158.5): per-strip gain_pan with constant-power
pan, a bus mixer, RBJ EQ/compressor/limiter dynamics, BS.1770-4 loudness
metering with true peak, sidechain ducking under dialogue, spectral-flux
beatgrid tempo snapping, and waveform caching — the VST3/AU/LV2/CLAP
plugin_host scan is a fail-loud seam.
Neith DCC-integrated VSE — conform, roundtrip & interchange (phase 158.9)
Editorial conform and interchange (Rust, libs/neith/vse-conform, phase 158.9):
otio JSON import/export, an aaf object model with binary MS-CFB/OLE2
round-trip, fcpxml and Premiere xmeml round-trips, CMX-3600 edl, Resolve
XML, sendto handoffs to the compositor/colorist/2D-animation phases, and
auto-conform from an editorial cut with version-up.
Neith DCC-integrated VSE — timeline & strip model (phase 158.1)
Timeline and strip model of the VSE (Rust, libs/neith/vse-core, phase 158.1):
exact rational time with cross-rate rescale and SMPTE drop-frame timecode,
strip primitives with lock/mute/solo and meta-strips, animatable keyframe
property tracks, edit operations, markers, snap, and shuttle — the
foundation every other vse-* crate composes.
Neith DCC-integrated VSE — per-strip effects (phase 158.4)
Per-strip video effects (Rust, libs/neith/vse-effects, phase 158.4): every
operator implements the Effect trait over linear f32 RGBA images in an
ordered EffectStack/graph — color levels/curves/balance, Reinhard/ACES
tonemap (with an OCIO view seam), chroma key, masks, retime,
stabilise, blur/grain/lut, and subtitles/text keyed off the shared
rational clock.
Neith DCC-integrated VSE — media ingest & proxy (phase 158.2)
Media ingest and proxy (Rust, libs/neith/vse-ingest, phase 158.2): probes
containers into timeline-ready strips — media and metadata (timecode,
reels), proxy encode command specs, imageseq and renderlayer detection,
waveform/proxy caches, and VFR conform to a constant edit rate. Running
ffmpeg and debayering camera raw are typed fail-loud seams
(ExecUnavailable/RawDecodeUnavailable).
Neith DCC-integrated VSE — real-time playback engine (phase 158.6)
Real-time playback engine of the VSE (Rust, libs/neith/vse-playback, phase
158.6): a byte-budgeted RAM+disk LRU frame cache keyed by (strip, frame,
quality), a look-ahead prefetch scheduler with a real worker thread, adaptive
quality under load, frame/field-exact scrubbing, and a transport —
hardware decode, SDI output and pro-audio backends are honest fail-loud
seams.
Neith DCC-integrated VSE — render queue & output (phase 158.7)
Render queue and output (Rust, libs/neith/vse-render, phase 158.7): turns a
timeline into shipped files — a JSON-persistable preset registry, a
codec/pixfmt model with ffmpeg encoder-arg builders, range and stem
selection, a render queue and farm model, burnin/caption/hdr handling,
and upload/reingest — live ffmpeg exec, farm schedulers and CDN endpoints
sit behind fail-loud seams.
Neith DCC-integrated VSE — dailies & frame review (phase 158.8)
Dailies and frame review (Rust, libs/neith/vse-review, phase 158.8):
timecode-anchored notes with drawable annotations, voice memos and CSV/PDF
export, reviewer roles and capabilities, a guarded per-shot approval state
machine with audit history, version compare with an A/B wipe slider, and
shotops/live-session sync payloads behind fail-loud transport seams.
Neith DCC-integrated VSE — storyboard / animatic mode (phase 158.10)
Storyboard/animatic mode for the VSE (Rust, libs/neith/vse-storyboard, phase
158.10): a board deck of still panels with per-panel timing and a script
column laid onto a core timeline, scratch-track beat alignment of panel
boundaries, auto-slate shot numbering, and promote handoffs into the
grease-pencil, storyboarding, and previs pipelines.
Neith DCC-integrated VSE — testing & validation (phase 158.11)
Cross-crate validation suite for the VSE (Rust, libs/neith/vse-testing, phase
158.11) — a testing crate covering the locally-actionable slices of the
phase-158 matrix: roundtrip interchange fidelity (OTIO/AAF/FCPXML/EDL/
Premiere), hdr metadata preservation, sample-accurate audio_phase mixing, a
deterministic edit-storm soak, and render_determinism frame hashing.
Neith DCC-integrated VSE — transitions & effects (phase 158.3)
Transitions and effects maths for the VSE (Rust, libs/neith/vse-transitions,
phase 158.3): dissolve blend curves, wipe patterns, motion pushes,
landmark-based morph cuts, audio cross-fades, procedural glitches,
transform3d flips, and automatic cut detection — all on normalised
resolution-independent inputs; the compositor feeds samples through these
functions.
everything else (100)#
ColorVisionMode3Rgb4COLOR_VISION_PALETTES5transformColor40CaptionPreferences50CaptionCue58renderCaption63InputToken81ActionBinding82ControlProfile87DisplayProfile119validateDisplay126PhotosensitivityEvidence138acceptPhotosensitivityEvidence148 +17 moreADR + Foley post-production toolkit (phase 133.11, ~10K LOC): cue lists, streamers/beeps, take management, looping playback, VocAlign-class auto-alignment, EQ/reverb match, foley library, mic-perspective routing, and walla — the data + operations a post sound team needs.
Game-AI + ML runtime (phase 43.1 + 53.2, ~51K LOC, 8 crates):
neith- navigation (Recast-style NavMesh, A*/HPA*/flow-field),
neith-behavior-tree, neith-ai-fsm (HSM/pushdown), neith-perception
(sight/hearing/touch/smell), neith-crowd (ORCA + flow fields),
neith-ml-inference (ONNX runtime, LRU model cache, quantization), neith-npc
(personality/backstory/goals), and neith-llm (a normalized
OpenAI/Anthropic/Ollama integration layer).
Animation authoring (phase, animator/crates/, ~23K LOC): neith-motion
(pose-search DB for motion matching), neith-mocap (import/solving/retarget/
editing), neith-rig (armature/constraints/control-rig), neith-facial
(eye-jaw/lip-sync/facial-rig), and neith-timeline (curve editor/dope sheet).
Sovereign userland, behavioral, and sanctions anti-cheat plane (phase 137.10)
Asset pipeline (phase 43.2, assets/crates/): neith-asset-format (the
.nba binary container — header/chunks/dependencies/versioning), plus
neith-asset-import, neith-asset-proc, neith-asset-stream, and
neith-asset-registry.
Sovereign Audio Unit (AU) host (phase 132.4): hosts both AUv2 (the legacy
AudioComponentFindNext component model) and AUv3 (NSExtension) plug-ins.
macOS/iOS-only by design — other platforms get a structured NotSupported error
rather than a link failure (an honest fail-loud seam).
Live-broadcast plane (Rust, libs/neith/broadcast, phase 135.12): a 36-module
crate covering the switcher (buses, transitions, stinger, keyers, PiP),
multiviewer, lower_third/ticker/scoreboard graphics, and captioning plus
loudness. The sdi/ndi/smpte2110/blackmagic modules are typed
protocol/control models, not hardware driver bindings.
Sovereign game catalog, wallet, checkout, marketplace, and settlement (phase 137.13)
Comping, track stacks, folder tracks (phase 133.14): take-folder data model with parent clip, ordered takes, active-take pointer, and per-take metadata — the session-management tools for multi-take recording (~8K LOC).
The DAW core as a 5-crate workspace (composer/crates/): neith-daw-core
(timeline/recording/audio-ops/analysis), neith-mixer (channels/metering/
automation/routing), neith-midi (piano-roll/CC-routing/theory), neith-synth
(sampler/subtractive/FM/wavetable/granular), and neith-spatial-audio
(panner/environment/game-audio). The Ardour-class assembly point for the audio
tools.
OTIO / AAF / EDL / FCPXML / Premiere / Resolve editorial conform, media relink, and VFX turnover (phase 135.5)
Hardware control-surface integration (phase 132.10, ~35K LOC): Mackie Control Universal, HUI, EuCon, OSC, custom Lua/WASM scripts, and generic HID — each protocol a pure-Rust codec + state machine in its own module.
Neith sovereign runtime kernel — async executor, memory management, serialization, reflection, events, and diagnostics
The sovereign runtime kernel (core/crates/): a from-scratch async executor
(neith-runtime — work-stealing scheduler, fibers, mpmc/mpsc/broadcast
channels, timers, backpressure), purpose-built allocators (neith-alloc —
arena/slab/buddy/tlsf/mmap/huge-page), plus neith-events, neith-serde,
neith-reflect, and neith-log. This is the foundation the rest of Neith's
Rust stands on; substantial and real.
Sovereign cross-platform identity and progression service (phase 137.7)
Sovereign cryptography (crypto/crates/): neith-sym (full AES-256-GCM with
real S-box/MixColumns + ChaCha20-Poly1305), neith-asym (Ed25519/X25519 field
arithmetic), neith-hash (SHA-2/BLAKE3/HMAC/Merkle/Argon2id/HKDF), neith-rand
(ChaCha20 CSPRNG, RDRAND, fork-safe), and neith-tls (TLS 1.3
session/handshake/cert validation). Domain-specific implementations, not
wrappers.
DaVinci-Resolve-class video editor (cutter/crates/, ~48K LOC):
neith-video-timeline (multi-track NLE — clips, ripple/roll, snapping,
multicam, nested sequences, proxy), neith-color-grade, neith-vfx, and
neith-export.
DCP, IMF, broadcast, streaming, audio delivery, and QC core
Cinema/broadcast delivery and QC core (Rust, libs/neith/delivery, phase
135.7): a 41-module crate spanning DCP mastering (jpeg2000, mxf, cpl,
kdm), IMF (imf_documents, supplemental packages, Photon-style validator),
Dolby Vision/HDR10+ metadata, Atmos/adm_bwf audio delivery, ABR/cmaf
streaming presets, and automated QC (signal_qc, pse_qc, loudness, cadence,
subtitles).
DIT, dailies, and on-set media pipeline core
DIT, dailies, and on-set media pipeline core (Rust, libs/neith/dit, phase
135.6): a 24-module crate covering card_ingest with mhl/hash verification,
cdl handling and cdl_authoring, dailies and proxy generation models,
camera_report/sound_report/dit_report paperwork, ltfs archive, and
review/preview_link delivery.
Sovereign DJ deck toolkit (phase 133.12, ~24K LOC): Serato/Traktor/ Rekordbox-class — 2/4-deck transport, beat-grid + key detection, master tempo, hot cues, loops, slicer, real-time stem separation, FX rack, sampler, automix, and CloudDirectPlay streaming.
Local-first structured document and collaboration substrate
Sovereign entitlement, license lease, watermark, and piracy telemetry (phase 137.11)
Sovereign EDR/XDR endpoint agent core (phase 151.1)
Sovereign EDR sensor plane: event extraction, PII scrubbing, filtering, provenance (phase 151.2)
Procedural fabric generation (fabric-gen/crates/neith-fabric, single ~2K
crate): authors weaving drafts, generates yarn-level geometry with sliding/
flyaway irregularity, evaluates an anisotropic fiber BSDF, bakes PBR maps, and
estimates drape. Deterministic textile-prompt → weave-recipe.
Generative Foley / video-conditioned SFX (phase 133.16, ~9.6K LOC): maps text prompts and video frames to typed SFX templates and synthesises real PCM via additive+noise+envelope DSP, then refines with a published DDIM sampler. Deterministic, no external neural model — an honest documented approximation.
Neith sovereign node compositor core (phase 135.1)
Nuke-class node-compositor core (Rust, libs/neith/foundry, phase 135.1): an
80-module crate composing the shared Neith DAG with image-specific nodes —
keying (keylight, primatte, ibk), roto/paint_stroke, cryptomatte and
deep compositing, ocio/ACES colour, 2D/planar/camera tracking,
scanline_render/ray_render 3D, and Python/Lua/Tcl API surfaces. Host
boundaries like image decode/encode stay explicit and deterministic.
The hardware abstraction layer (hal/crates/): seven crates —
neith-audio-hal (device enum + PCM via cpal: ALSA/PulseAudio/PipeWire/
CoreAudio), neith-gpu, neith-input, neith-sensor, neith-camera,
neith-net-hal, and neith-storage (virtual paths, ZIP, S3, keystore). It
gives the engine and tools one portable surface over real OS backends.
HDR mastering, dynamic metadata, trim, preview, and delivery core
HDR mastering core (Rust, libs/neith/hdr, phase 135.9): dolby_xml metadata
and trim levels, hdr10plus, hlg and pq transfer handling, aces colour,
sdr_tonemap and display_mapping preview, colorimetry, and automated_trim
— the mastering/delivery metadata plane for HDR finishing.
Neith Linux — NixOS-based creative workstation operating system
Neith Linux (phase 45, linux/crates/, ~78K LOC, 17 crates — a NixOS-based
creative-workstation OS): the Wayland compositor (neith-shell), package
manager (neith-pkg/neith-pkg-manager/neith-overlay-manager), A/B atomic
updater (neith-update-agent), kernel builder + neith-workload-tuner, and
full neith-audio (PipeWire), neith-graphics (DRM/KMS), neith-network,
neith-storage (Btrfs/LUKS), neith-security (SELinux/AppArmor/TPM),
neith-services (systemd), neith-settings, neith-installer, and
neith-creative subsystems. The OS the whole stack targets.
Embedded live-coding runtime (phase 133.8, ~20K LOC): a small scripting language (lexer/parser/runtime) whose source is hot-reloaded against a running audio session — TidalCycles/Sonic-Pi-class.
Sovereign seasons, progression, events, and guarded live operations (phase 137.12)
Sovereign LV2 plug-in host (phase 132.5): discovers .lv2/ bundles via
LV2_PATH, parses the Turtle (manifest.ttl) RDF, and loads the bundle's
shared libraries. Real bundle/RDF parsing, not a stub.
Ozone-class mastering suite + Neutron-class mix assistant (phase 133.5, ~19K LOC): mastering modules, an assistant/reference engine, and stem-focus / diffusion-mastering SOTA work, each task as a focused module.
Cross-title matchmaking, governed lobbies, and fleet operations (phase 137.8)
Cross-platform MIDI I/O (phase 132.8): one MidiBackend trait with a
per-platform implementation, the foundational MIDI surface Composer, Euterpe,
Uzume, dialogue, and spatial all depend on (~23K LOC).
HarmCategory4Severity5Classification6TextClassifier14VoiceTranscriber18CommunicationModerator25UgcScanEvidence72C2paEvidence81reviewUgc88normalizeName129screenName136ReputationEdge150ReputationGraph158EvidenceItem184 +21 moreVCV-Rack-class modular synth environment (phase 133.6, ~42K LOC, single crate): a sovereign modular-synthesis patching environment for the Composer DAW.
After Effects-class motion graphics composition core
After Effects-class motion-graphics composition core (Rust, libs/neith/motion,
phase 135.2): frame-exact nested compositions — shape and text layers, an
expression engine, 3D camera/light/raytrace, particles, graph-editor
curves, time remapping, templates, and dynamic_link — a ~1.2K-line lib.rs
orchestrating 16 modules.
General networking (net/crates/): neith-http (HTTP/1.1/2/3 codec, pooling,
caching), neith-transport (reliable UDP with congestion control + NAT
traversal), neith-webrtc (DataChannel/ICE/SDP/DTLS/SRTP/SCTP), and
neith-game-net (authoritative server, prediction/reconciliation, snapshot
interpolation, lag compensation, anti-cheat).
Network-audio crate (net-audio/crates/neith-net-audio, ~27.6K LOC): the
streaming-audio-over-network layer for the DAW/engine. Substantial single crate.
Dorico-class music-notation engraving (phase 133.1, ~51K LOC, 65 files): provides the hierarchical score model and engraving foundation — the layout, beaming, and music-symbol rendering on which the rest of the Neith notation stack builds. One of the larger creative crates.
Neith phase-171 validation: complete 200+ node Geometry Script catalog, Blender Freestyle visual parity, cross-phase Obsidian dogfood, and deterministic UE/Blender integration gates
Cross-crate validation suite for the 26 phase-171 UE/Blender parity crates
(Rust, libs/neith/parity171-testing) — a testing crate whose integration tests
live in lib.rs/tests: Verse sandbox, LWC planet scale, MegaLights 1000-light
convergence, RVT paging soak, the complete 200+ node Geometry Script corpus, and
motion-matching RMSE. The explicit blender-reference target renders a
canonical scene in headless Blender and grades extended Freestyle output with a
line-aware visual diff. Deterministic Project Obsidian dogfood binds Phase 27
set authoring, Phase 79 landmass/water, Phase 162 hero validation, and Phase 163
content-addressed ordered-shoot grading without claiming live-volume
certification from synthetic evidence.
Neith phase-172 cross-crate validation suite (phase 172.29): integration tests exercising the phase-172 UE/Blender second-parity crates together — enhanced-input control-scheme conformance, GameplayTag 10k-tag integrity, GAS stacked-effect determinism, DMX 16-universe soak, Concert 8-user convergence, Switchboard restart drill, VR-scout keyframe round-trip, PCG biome large-scene scatter, Gauntlet golden-image batch, landscape erosion bake, driver sandbox safety, and multi-object edit determinism
Cross-crate validation suite for the phase-172 UE/Blender second-parity sweep
(phase 172.29, libs/neith/parity172-testing) — integration and determinism
tests spanning the phase's engine-*/dcc-* crates. Includes an executable MRQ
comparison against the Phase-138 path-tracer transport and a checked-in
texture-paint reference image. The full Phase-27 shoot remains an external
production acceptance gate while its prerequisite filming and virtual-production
artifacts are unfinished.
Neith phase-173 cross-crate testing & validation suite: end-to-end soundness/determinism/round-trip tests exercising the phase-173 engine and dcc crates together (phase 173.33)
Phase-174 integration/conformance/stress test suite: cross-crate tests over the 25 phase-174 neith crates (interchange, blueprint, composure, source-control, foliage, gamefeatures, niagara-dc, snap, orientations, workspaces, brush-palette, selection, mesh-ops, constraints, gizmo, addons, operator-search, measure, speaker, input-devices, view-ops, image-editor, project-settings, math, actor-pool)
Neith GPU-accelerated particle system and VFX graph
GPU particle system + VFX graph (phase 43.4, particles/crates/):
neith-particle-core (#[repr(C)] CPU-side sim layout for GPU staging-buffer
upload) and neith-vfx-graph (node-based VFX editor/compiler).
Max/MSP / Pure-Data-class visual patching (phase 133.7, ~18K LOC): a sovereign visual dataflow patching environment.
Physically-based material synthesis
(pbr-material-synth/crates/ neith-mat-phys, single ~1.8K crate): turns
measured/physical material properties (spectral IORs, absorption, scattering,
microstructure, weathering, layered stacks) into renderer-facing PBR parameters
— deterministic and serializable.
Melodyne-class polyphonic pitch & time editing (phase 133.4, ~13K LOC): polyphonic note detection plus formant-preserving pitch/time manipulation.
Unified platform services and conformance facade (phase 137.1)
Plug-in validator (phase 132.13, ~840 LOC, 5 files — the smallest host-layer crate): a uniform validation framework that runs against any plug-in the host can load (across all four host crates). Real but intentionally compact.
Neith procedural generation systems
Procedural-generation systems (phase 53, procgen/crates/, ~52K LOC, 12
crates): a differentiable-procgen substrate (neith-diff-procgen), inverse
modeling (neith-inverse-procgen, differential evolution), neith-jfa,
neith-nca (neural cellular automata),
neith-neural-flora/neith-neuro-facade (neuro-symbolic L-systems/facades),
neith-physarum, neith-scene-agent (LLM-or-deterministic scene programs),
neith-terrain-ml, neith-texture-synth (Heitz-Neyret histogram-preserving),
neith-tiling (Wang tiles), and neith-wave-noise (Guehl 2025 wave-noise).
Real named algorithms, CPU parity.
Real-time AI mixing/mastering collaboration (phase 133.15, ~8.3K LOC): an on-device assistant that watches a session live and emits structured suggestions for balance, EQ, gain-staging, panning, masking, and chain-building.
The real-time 3D engine renderer (phase 42, ~96K LOC, 193 files, 16 crates —
the largest entity): neith-render-graph (frame graph), neith-pbr,
neith-material-graph, neith-gpu-driven, neith-virt-geom (Nanite-class
clustered geometry), neith-gi, neith-shadows, neith-lighting,
neith-atmosphere (Bruneton sky), neith-postfx, neith-gaussian-splatting
(3DGS), plus neith-ecs, neith-physics, neith-animation, neith-audio, and
neith-scripting. A genuine engine, not a façade.
iZotope-RX-class audio restoration (phase 133.3, ~42K LOC): spectral repair and the dialogue/audio restoration toolkit. Large, substantial single crate.
GGPO-class deterministic rollback and engine integration (phase 137.9)
Sample-library tooling (phase 133.13, ~39K LOC): recording session specs and the sovereign sample-library authoring/management surface.
Neith scene graph, level streaming, and world composition
Scene composition (phase 43.3, scene/crates/): neith-scene-graph
(hierarchical node graph), neith-level-stream (streaming zones, distance-based
load/unload), and neith-world (grid-based world partitioning + collaboration).
Smaller (~4K LOC) but real.
Scoring-to-picture toolkit (phase 133.10, ~12K LOC): frame-accurate scrubbing, spotting notes, streamers/punches, and tempo/hit-point maps for film/TV/game composers — beyond a generic DAW+video-sync.
Blender-class DCC (phase 44.1, sculptor/crates/): neith-mesh-edit
(selection/editing), neith-sculpt (brushes, dyntopo, multires, masking),
neith-uv (LSCM/ABF unwrap, UDIM), neith-tex-paint (channels/layers/
projection paint/baking), and neith-sculptor-render (viewport + path tracer +
render passes).
Ableton-class clip launcher / Session View (phase 133.2, ~18K LOC): the non-linear clip-grid performance surface that complements the DAW's linear arrangement.
Sparse sovereign spreadsheet and analysis engine
Studio shot tracking, review, publishing, and pipeline operations
Studio shot tracking and pipeline operations (Rust, libs/neith/shotops, phase
135.11): a 20-module ShotGrid-class core — production hierarchy and workflow
state, a review_player with notes and share_links,
assignment/vendor/turnover management, dependency tracking,
time_tracking/cost/forecast, an api surface, and
dcc/ingest_validator hooks.
Silhouette and Mocha Pro-class roto, tracking, and paint core
Roto, planar tracking, and paint core (Rust, libs/neith/silhouette, phase
135.3): a 29-module Silhouette/Mocha-class crate — planar tracking with
point_trackers and multi_planar surfaces, roto with feather and
auto_roto, optical_flow, clean_plate/content_fill/wire_remove paint,
screen_replace, stereo workflows, and deflicker/grain finishing.
Geometry-aware acoustic propagation
(sound-propagation/crates/ neith-acoustics, single ~1.8K-LOC crate):
octave-band sound energy through scene geometry, acoustic materials, probe
grids, diffraction edges, and portals — deterministic so cook servers/CI
reproduce impulse responses byte-for-byte.
Storyboarding, previs, screenwriting, and production-management core
Storyboarding and pre-production core (Rust, libs/neith/storyboard, phase
135.10): a 38-module crate spanning panel drawing and timeline animatics,
camera_move and previs_scene with lens and sun_sky, screenwriting
(fountain, fdx, dual dialogue), and production management —
breakdown_sheet, stripboard, shooting_schedule, call_sheet, budget,
and union_payroll.
Subtitle, caption, translation, and dubbing core
Subtitle, caption, translation, and dubbing core (Rust, libs/neith/subs, phase
135.8): a 34-module crate covering text/XML/legacy formats plus
cea608/cea708, timing QC (reading_speed, line_break, waveform_sync),
sdh and forced narrative, translation_memory and machine_translation
workflow models, and a dubbing plane (lip_sync, rhythmo_band, me_track,
dub_monitor).
Advanced-synthesis library (phase 133.9, ~17K LOC): additive, spectral,
modal, physical-modeling, neural, scanned, waveguide, and vector synthesis —
each engine its own module behind a shared SynthEngine trait.
SIMP topology optimization (topology-opt/crates/neith-topopt, single ~2.3K
crate): 8-node hexahedral grid, sparse stiffness assembly, conjugate-gradient
displacement solves, sensitivity filtering, and optimality-criteria density
updates for procedural structural geometry. Includes a GPU dispatch-plan type.
The audio transport, clock, and synchronization core (phase 132.11,
transport/crates/neith-transport): the project-wide transport state machine
plus chase-lock / drift-correction infrastructure every audio-producing surface
shares. Distinct from @neith/net's neith-transport (which is UDP).
UI toolkit (ui/crates/, ~14.6K LOC): neith-layout (flexbox + CSS grid +
positioning + virtualized lists), neith-render2d (paths/gradients/blend/
compositing), neith-text (shaping/glyph cache/rich text/IME), neith-widgets
(Button…DataGrid…Modal), neith-theme (design tokens), and neith-animation
(springs/keyframes/transitions). A from-scratch retained-mode UI stack.
LED volume, camera tracking, ICVFX, and motion control (Rust,
libs/neith/virtualprod, phase 135.13): a 36-module crate spanning
render_cluster/genlock/timecode sync, frustum and tracked_camera
ICVFX, tracker protocol models (mosys, redspy, optitrack, freed),
lens_encoder metadata, light_card/color_matching wall tools, and
rig_control motion-control playback with take_repeatability.
Sovereign VST3 plug-in host (phase 132.3, ~24K LOC, 77 files): implements Steinberg's VST3 SDK host interfaces from Rust — discovery/loading, processing, component/edit-controller model. Real host stack.
Houdini-class procedural DCC (weaver/crates/, ~54K LOC):
neith-node-graph (execution graph), neith-geo-nodes
(attributes/distribution/primitives), neith-terrain (biome-aware generation,
GIS import, GPU sculpting), neith-building (procedural buildings/cities), and
neith-copernicus (GPU/WebGPU-compute texture synthesis with CPU parity).
Sovereign long-form word-processing engine
Reference libraries, metadata, full-text search, citations, sync, and interchange
Live scene-node graph runtime with lazy instance arrays and USD export
SocketValue1SceneObject10EvaluationContext17NodeInput27SceneNode33SceneGraph40ExposedParameter48NodeOutputs56NodeEvaluator57NodeRegistry63SceneGraphRuntime77InstanceArray113GpuEvaluationBackend134AssetRecord142 +7 moreSovereign calendar, contacts, booking, and task engines
Persistent collaboration, realtime rooms, federation, and compliance engines
Out-of-core scene assembly, layered lighting, and interactive progressive rendering
Vec31Bounds6Transform10ReferenceFormat15SceneReference16LoadedReference24ReferenceLoader30LazyReferenceStore34SceneItem67RuleExpression76evaluateRule83SceneCollection101combineCollections112LayerBlend132 +32 moreAccessible conversational forms, surveys, destinations, and analytics
Hathor (Worldbuilding) integration with the Neith Engine and Nous AI — world simulation, procedural generation, and content creation tooling
Hathor (Worldbuilding) ↔ Neith bridge (TS, ~9.4K LOC): world simulation,
procedural generation, and content-creation tooling tied into the Neith engine
and Nous AI (world-simulation/, content-creation/).
Katana-class scene graph, lookdev, lighting, renderer delegates, and farm coordination
AttributeValue1ScenePrim7SceneGraph15ReaderFormat20CelExpression21parseCel33matchesCel73OperationContext94SceneOperation99OperationInspection105OperationRecipe111attributeOperation152materialAssignOperation164pruneOperation171 +34 moreGrounded sovereign knowledge-work assistant and delegated action engine
LightWave-style object/scene authoring, legacy import, live link, and Neith Engine bridge
Vec31PathtracerVprRenderer6PathtracerBucket6PathtracerPreviewBackend6Transform11Keyframe16MotionChannel21MotionModifier25Surface31LwoObject43SceneItemType55SceneItem56LightWaveScene67ModelerDocument76 +28 moreSovereign mail protocols and privacy-first client engine
Modo-class direct and procedural polygon modeling workflow
Vec31Plane6Mesh11ActionCenterMode19FalloffMode20BooleanOperation21MeshOpType22Selection32ViewContext37resolveActionCenter45FalloffConfig56evaluateFalloff65alignWorkPlane88MeshOperator98 +15 moreLayered Modo and LightWave style shader tree with MaterialX, MDL, OSL, and Substance bridges
Color1Vec37BlendMode12LayerType22Projection31MaterialChannel32RenderOutput47ProceduralKind48TextureLocator50LayerProcessor57GradientStop61ShaderLayer65ShaderSampleContext85ChannelValues91 +9 moreDeterministic MoGraph cloners, effectors, fields, and motion typography
Classic motion-design deformers, fracture, particles, simulation, and runtime export
Vec31Mesh6EffectContext12MeshEffect17DeformerKind21Deformer23DeformerStack41VoronoiShard51voronoiFracture57MorphTarget90poseMorph95SplineSample116splineDeform121displace139 +22 moreLocal-first sovereign notes and knowledge graph
PDF reading, editing, forms, OCR, and signature engines
Project, issue, workflow, delivery, and portfolio engines
Ebook, CMS, static publishing, and universal conversion engines
Academic source authoring, review, compilation, bibliography, and submission engines
Sovereign presentation design and layout engine
Neith browser/PWA cloud-stream client runtime and accessible play workspace
NEITH_STUDY_ADAPTER_CONTRACT_VERSION1NEITH_STUDY_CAPABILITIES1createNeithStudyAdapter2NeithAssetFormat2NeithStudyAdapter2Sovereign team wiki, search, review, and publishing engine
governance (1)#
CI organization, access, repository policy, compliance, audit, residency, recovery, and break-glass governance
Role3Permission4Organization12Workspace17Project24validateHierarchy31can64RepositoryPolicy67evaluateRepositoryPolicy79MergeCandidate113MergeQueue120evaluateCheckMatrix146CostRecord156chargeback163 +18 moreinfra (41)#
Cloud infrastructure management - Kubernetes, GPU, storage, and network configurations
Cloud-infrastructure config (TS, ~23K LOC, 66 files): dependency-free
factory builders for compute (k8s deployments/autoscaling/GPU workloads),
gpu (node pools, MIG, time-slicing), storage (PVCs, backup/DR, lifecycle),
and network (VPC, CDN, WAF, DDoS). Tagged layer:infra.
TriageIssue6GeneratedTriage21NousTriageAssistant44Severity70inferSeverity72NoiseDecision95classifyKnownNoise101distinguishFlakyTest119TenantSharingPolicy140SimilarIssueIndex166FixPattern233ForgeGateway238KnownPatternFixer248OwnershipCandidate271 +5 moreDumpFormat14GpuCaptureSource15ConsentState20CapturedDump24NativeCaptureAdapter34MinidumpCollector43SymbolModule71RawFrame77SymbolicatedFrame82SymbolStore87ConsentRegistry121sanitize138FrameSummary153summarizeFrames163 +20 moreObservability infrastructure - metrics, logging, and distributed tracing
Observability infra (TS, ~17K LOC): metrics, logging, and tracing
(distributed) building blocks for the deployable Neith surfaces. Tagged
layer:infra.
Digest3ReleaseChannel4PatchAlgorithm5SigningPlatform6digest12AssetChunk16ChunkedAsset22ContentAddressedStore29BinaryPatch71PatchTool81PatchRegistry96LocalizedPack149PlatformSignature155ReleaseManifest165 +11 moreQuality-assurance infra (TS, ~22.3K LOC): code-quality analysis and
doc-quality tooling. Tagged layer:infra.
Release & distribution (TS, ~16.7K LOC): pipeline, distribution,
performance, and platform/* publishers for thirteen targets (Linux, Windows,
macOS, iOS, Android, Steam, Epic, Xbox, PlayStation, Nintendo, Meta Quest, web)
plus an enterprise software-catalog publisher (ServiceNow/Coupa/SAP-Ariba). Has
a 163-line README.
EnterpriseCatalogManager6ServiceNowCatalogPublisher6CoupaCatalogPublisher6SAPAribaCatalogPublisher6InternalPortalPublisher6Security infrastructure - identity & access, secret management, and compliance
Security infra (TS, ~13.7K LOC): iam (identity & access), secrets
(secret management), and compliance modules. Tagged layer:infra.
Comprehensive test infrastructure — unit, integration, E2E, and performance testing
Test infrastructure (TS, ~28.7K LOC — the largest TS entity): unit,
integration, e2e, and performance utilities spanning TypeScript/Vitest,
Rust/cargo-nextest, and C++/GTest/Catch2, exported as namespaces from the
barrel.
Sovereign alert ingestion & normalization: signed webhooks, drop-in PagerDuty Events v2 / Opsgenie / Prometheus / Grafana / Datadog / CloudWatch / Azure / GCP parsers, native crash/EDR/observability adapters, email/SMS/chat/mobile intake (phase 152.4)
Signed sovereign CI action manifests, registry, marketplace, and compatibility adapters
Sovereign workflow artifact and multi-ecosystem package registry
Encrypted content-addressed CI build, dependency, layer, and test cache
Typed sovereign CI workflow language, compatibility importers, and DAG renderer
Sovereign CI runner agent protocol, target catalog, and fleet scheduler
Sovereign customer support bridge: support-ticket linking + auto-attach, mass-reply templates, VIP severity elevation, per-tenant impact segmentation, CS/AM account broadcast, enterprise conference line, GDPR/HIPAA regulatory notification workflow, legal/comms review handoff, trust-center export (phase 152.13)
Sovereign audit & compliance: immutable audit log, control mapping, DLP, data residency, retention/legal-hold, policy-as-code, breach notification (phase 151.12)
Sovereign SOC operator console view-model: alert triage queue, case management, hunt queries, role-based redaction, dashboards, on-call escalation (phase 151.13)
Sovereign EDR behavioural detection engine: Sigma, MITRE ATT&CK mapping, IOA chains, anomaly baselines, ML scoring, and signed rule marketplace (phase 151.3)
Sovereign forensics & IR workbench: super-timeline, process/lateral graphs, artifact parsers, chain-of-custody, incident reporting (phase 151.6)
Sovereign identity threat detection (ITDR): sign-in anomaly, impossible travel, password spray, OAuth abuse, session hijack, conditional access (phase 151.10)
Sovereign malware analysis & static scan: PE/ELF/Mach-O classifier, ClamAV/YARA scan, doc/PDF inspection, deobfuscation, ML triad scoring (phase 151.8)
Sovereign network sensor & NDR: flow metadata, JA3/JA4 fingerprinting, DGA classifier, HTTP anomaly, Kerberos telemetry, segmentation, honeytokens (phase 151.9)
Sovereign EDR response & remediation: kill/quarantine/isolate, SOAR-lite playbooks, approvals, live-response (phase 151.4)
Sovereign EDR validation harnesses: Atomic Red Team/CALDERA coverage, ATT&CK eval scoring, schema conformance, FP-rate, perf budget, ransomware rollback (phase 151.14)
Sovereign threat-intel: STIX/TAXII/MISP ingestion, reputation store, TLP sharing, attribution, YARA-X, detonation (phase 151.5)
Sovereign vulnerability & posture: software inventory, CVE/KEV correlation, CIS benchmarks, CSPM-lite, exposure scan, patch orchestration (phase 151.7)
Sovereign XDR correlation: OCSF/ECS unification, cross-domain graph, attack-story, SIEM sink, data-lake export, MSSP multi-tenancy, SOAR (phase 151.11)
Sovereign escalation policies & routing: step DSL, round-robin/all-at-once/parallel, per-step ack timers, no-ack/reject escalation, conditional+team+role routing, manager fallback, loop guard (phase 152.3)
Sovereign chaos & game-day drills: seeded scenario generator, chaos fault-injection triggers, tabletop facilitator, scenario library (network partition/region failure/key leak), scoring rubric, shadow on-call, per-service failure-mode catalogue, postmortem-derived scenarios, synthetic traffic generator, leaderboard (phase 152.14)
Sovereign incident model & lifecycle: severity, transitions, service catalog, blast-radius, linking/merge, timeline, impact, retention (phase 152.1)
Sovereign incident-platform validation harnesses: notification P99 SLA, SMS/voice failover drill, schedule fairness audit, PagerDuty/Opsgenie API conformance, status-page burst test, war-room start-time SLA, postmortem completeness rubric (phase 152.15)
Sovereign incident intelligence: MTTA/MTTD/MTTR/MTTF per team+service, page-volume/noise/ack-rate, on-call hours, customer SLA breach tracking, action-item completion, executive digest, DORA metrics, cross-team benchmarks, drill performance, warehouse export (phase 152.12)
Sovereign alert noise reduction: dedup, time-window grouping, dependency-aware suppression, flapping hysteresis, maintenance windows, online same-cause clustering, low-confidence auto-ack, fatigue reports, symptom-vs-cause ranking, known-issue linking (phase 152.6)
Sovereign multi-channel notification: push/SMS/voice-DTMF/email/chat/web-push/webhook/messaging/IRC-Matrix transports, per-user+severity preferences, DND with SEV-1 override, smart cross-channel retry, repeat cadence, delivery receipts, multi-device reachability (phase 152.5)
Sovereign on-call scheduling: weekly/daily/follow-the-sun rotations, layered schedules, overrides, iCal/PTO import, shift swaps, fair-distribution, burnout detection, trainee mode (phase 152.2)
Sovereign postmortem & learning: blameless template, auto-timeline/impact, contributing-factor fields, action tracker with follow-up verification, read-review-sign, wiki publish, external redact-and-share, cross-postmortem search + pattern mining, KB linking, retro facilitation, incident-cost report, LLM exec summary (phase 152.11)
Sovereign runbooks & automation: markdown with embedded commands, parameterised inputs, one-click execute with audit, alert-signature suggestion, per-service library, git versioning, diagnostic collection, auto-rollback, auto-scale/failover, conditional branches, approval gates, dry-run, test fixtures, effectiveness metrics, LLM drafting (phase 152.9)
Sovereign SLO & error budgets: SLI definitions (latency/availability/quality/correctness), SLO targets+windows, error-budget + burn-rate computation, Google multi-burn-rate alerts, dependency SLO composition, business-metric SLOs, dashboards, review cadence, change history, release-freeze policy engine (phase 152.10)
Sovereign public status page & comms: per-product pages, component hierarchy rollup, 90d rolling uptime, RSS/Atom/iCal/webhook feeds, email/SMS subscribers, branding+i18n, update templates, audience targeting, maintenance pre-announce, auto-post from transitions, multi-region, embed API, WCAG AA (phase 152.8)
Sovereign live incident war-room: auto chat/video provisioning, role assignment+handoff, live status chips, runbook attach, inline action items, timestamped decision log, agent-action stream, consent-gated recording, speaker-tagged transcript, stakeholder channel, subincident spawn, priority changes, MTTD/MTTR timers (phase 152.7)
observability (1)#
DORA, pipeline quality, cost, utilization, and CI telemetry insights
platform (2)#
CI deployment environments, approval gates, progressive delivery, attestations, and GitOps drift
Reliable CI event, webhook, schedule, chain, matrix, and approval triggers
GitProvider3GitEventKind4DeliveryGuarantee5GitEvent7TriggerDefinition17TriggerInvocation29normalizeGitEvent49mirrorEvent67matchGitTrigger80cronMatches108DeliveryLedger122scheduleInvocation140verifyWebhook158upstreamInvocation165 +1 morequality (1)#
CI test ingestion, impact analysis, sharding, grids, quality adapters, history, and notifications
TestStatus1TestFormat2TestResult3CoverageRecord14parseTestResults23parseCoverage82TestHistory118affectedTests156shardTests167createGridPlan186createPerformancePlan199createMutationPlan204createContractPlan209compareSnapshot217 +6 moresecurity (29)#
Envelope-encrypted hierarchical CI secrets, federation, redaction, and rotation
CI supply-chain provenance, SBOM, signing, scanning, transparency, and admission policy
Component3Finding11ArtifactSubject19sha25624createSlsaProvenance27createSboms69KeylessSigner106signKeyless112TransparencyEntry117SovereignTransparencyLog125createInTotoLayout152mergeVulnerabilityFeeds172ScannerAdapter186scanContainer190 +11 moreSovereign authentication credentials, factors, risk decisions, and protocol endpoints
Sovereign tenant-isolated RBAC, ABAC, ReBAC, and policy decision runtime
Sovereign customer identity, progressive registration, trust, and regional branding
Accessible multi-tenant identity administration and companion experiences
Sovereign multi-tenant identity directory and encrypted account store
Tenant-isolated social, enterprise, OIDC, SAML, JIT, B2B, and identity-hub federation
Phishing-resistant MFA orchestration, device trust, and recovery controls
AdaptiveMfaEngine1AuthenticationRiskEngine1PushMfaService1ReplaySafeOtpVerifier1SignedFactorVerifier1WebAuthnCredentialService1createTotpEnrollment1hotp1otp1verifyTotp1Identity provider migration adapters and zero-downtime cutover orchestration
Tamper-evident identity audit, risk analytics, threat detection, and response
Just-in-time privileged access, recording, credential injection, and deploy governance
SCIM 2.0 provisioning, downstream client, and identity lifecycle automation
Universal relying-party identity SDKs, infrastructure integrations, and test harness
SPIFFE workload identity, attestation, secretless federation, and certificate automation
Phishing-resistant URL matching, field detection, isolated fill messaging, and local telemetry
Secret-safe Neith Vault developer CLI and reference SDK
Versioned zero-knowledge cryptographic core for sovereign vaults
Tenant-isolated versioned secrets, transit crypto, leases, policy, wrapping, audit, and unseal primitives
Vault federation, SCIM, enterprise policy, offboarding, travel mode, audit, risk, and DLP controls
Policy-aware password, passphrase, key, mnemonic, CSR, and technical secret generation
Validated item types, history, relationships, and lifecycle for sovereign vaults
Privileged access approvals, recording, command policy, secretless proxying, and MFA-gated sessions
Recovery kits, social recovery, trusted devices, rotation, and cryptographic erasure proofs
Single-binary ciphertext-only self-host server for Neith Vault
End-to-end encrypted vault sync, CRDT merge, devices, imports, backups, residency, and retrievability
RFC OTP generation and encrypted passkey lifecycle for sovereign vaults
Privacy-preserving vault breach, weakness, expiry, and rotation-risk analysis
training (1)#
Comprehensive training and education system — developer courses, user onboarding, certifications, and community resources for the Neith engine
Training & education (TS, ~11.4K LOC): developer courses, user onboarding,
certifications, and community resources for the Neith engine. Tagged
layer:training.
unclassified (17)#
Sovereign CLAP plug-in host (phase 132.6, ~34K LOC): discovers .clap
bundles by walking the platform search path, dlopens them, resolves the
clap_entry symbol, and hosts modern CLAP plug-ins. Note the bare project name
neith-clap-host (tags scope:neith, lang:rust).
Bellona (Build & Engine) domain integration with Neith — native build tools, deployment automation, and observability
Bellona (Build & Engine) ↔ Neith bridge (TS, ~6.8K LOC): native build tools,
deployment automation, and observability — build-system/ and
deployment-system/ modules. Bare project name; tags scope:neith,
scope:bellona, type:integration.
Isis (Generative AI Factory) integration with the Nous AI system — replacing external AI provider APIs with in-house Nous LLM
Isis (Generative AI Factory) ↔ Nous bridge (TS, ~6.2K LOC): replaces
external AI-provider APIs with the in-house Nous LLM — nous-streaming.ts (with
a spec), ai-replacement/, and generation-pipeline/.
Maya (game engine/metaverse) integration with the Neith sovereign engine — engine replacement, metaverse platform, and asset migration tooling
Maya (game engine / metaverse) ↔ Neith bridge (TS, ~14.6K LOC): engine
replacement (Unreal → Neith migration, 48.1.1) and metaverse-platform hosting
(VR OS, avatars, economy, AI NPCs, 48.1.2) — engine-replacement/,
metaverse-platform/.
Sophia (Knowledge) ↔ Neith bridge (TS, ~5.5K LOC): knowledge-system/ and
research-tools/ modules connecting Sophia's knowledge surface to Neith.
Yemaya (Creative Studio) integration with Neith DCC tools
Yemaya (Creative Studio) ↔ Neith DCC bridge (TS, ~5.6K LOC): maps Yemaya
onto the Neith DCC tools — Sculptor (Blender), Weaver (Houdini), Composer
(Ardour), Cutter (DaVinci) — plus a unified creative pipeline (project format,
VCS, render farm, review, asset library, Nous-assisted creation). dcc-tools/,
creative-pipeline/.
Out-of-process plug-in sandbox (phase 132.7, ~15K LOC): isolates third-party
VST3/AU/LV2/CLAP code from the host so a crashing/hanging/malicious plug-in
can't take down the DAW. Bare project name neith-plugin-sandbox.
Cloud-stream access, entitlement, billing, spectator, broadcast, and tournament core
Sovereign low-latency game-stream encoder HAL and deterministic reference pipeline
Cross-client stream input capture, prediction, compensation, and replay core
Loss-aware cloud-stream library, save, controller, achievement, and deep-link migration
Cloud-stream QoE metrics, SLA, synthetic monitoring, chaos, rollback, and support replay core
Validated Neith Stream device, edge, kiosk, vehicle, XR, enterprise, education, LAN, and remote-devkit reference profiles
Cloud-stream anti-abuse, attestation, privacy, retention, and compliance controls
Sovereign cloud-game session, GPU fleet, title image, and save orchestration core
Sovereign ultra-low-latency stream transport control and recovery plane