Phase 41: Neith Sovereign Stack — Foundation & Core Runtime#
Neith (Egyptian: Nit/Net) — Primordial creator goddess who wove the world into existence. The Neith stack is Oshun's sovereign technology foundation, building custom alternatives and migration paths that reduce reliance on external dependencies over time.
Target: Complete technology sovereignty from operating systems to applications, rivaling Microsoft, Apple, and Epic Games in capability.
41.1 @neith/core — Runtime Kernel#
The foundational async runtime, memory management, and system primitives.
41.1.1 Async Runtime Foundation#
- 41.1.1.1 Design async executor architecture (work-stealing)
- 41.1.1.2 Implement multi-threaded task scheduler
- 41.1.1.3 Create fiber/coroutine system for cooperative multitasking
- 41.1.1.4 Implement async I/O layer (io_uring on Linux, IOCP on Windows)
- 41.1.1.5 Create timer wheel for efficient timeout handling
- 41.1.1.6 Implement cancellation tokens and graceful shutdown
- 41.1.1.7 Create task-local storage system
- 41.1.1.8 Implement priority-based task scheduling
- 41.1.1.9 Create async channel primitives (mpsc, mpmc, broadcast)
- 41.1.1.10 Implement backpressure mechanisms for flow control
- 41.1.1.11 Create async mutex, rwlock, semaphore primitives
- 41.1.1.12 Implement async barrier and latch synchronization
- 41.1.1.13 Create thread pool with dynamic sizing
- 41.1.1.14 Implement CPU affinity and NUMA awareness
- 41.1.1.15 Create async runtime metrics and profiling
41.1.2 Memory Management#
- 41.1.2.1 Implement arena allocator for frame-temporary data
- 41.1.2.2 Create pool allocator for fixed-size objects
- 41.1.2.3 Implement stack allocator for hierarchical data
- 41.1.2.4 Create slab allocator for component storage
- 41.1.2.5 Implement buddy allocator for variable-size blocks
- 41.1.2.6 Create TLSF (Two-Level Segregated Fit) allocator
- 41.1.2.7 Implement memory tagging for debugging
- 41.1.2.8 Create allocation tracking and leak detection
- 41.1.2.9 Implement memory defragmentation strategies
- 41.1.2.10 Create virtual memory management utilities
- 41.1.2.11 Implement memory-mapped file support
- 41.1.2.12 Create shared memory primitives for IPC
- 41.1.2.13 Implement huge page support for performance
- 41.1.2.14 Create memory budget system with limits
- 41.1.2.15 Implement out-of-memory handling strategies
41.1.3 Serialization System#
- 41.1.3.1 Design binary serialization format (Neith Binary Format)
- 41.1.3.2 Implement zero-copy deserialization
- 41.1.3.3 Create schema evolution and versioning system
- 41.1.3.4 Implement JSON serialization with streaming
- 41.1.3.5 Create MessagePack serialization support
- 41.1.3.6 Implement CBOR serialization for compactness
- 41.1.3.7 Create Protocol Buffers compatibility layer
- 41.1.3.8 Implement FlatBuffers-style access patterns
- 41.1.3.9 Create custom derive macros for serialization
- 41.1.3.10 Implement partial serialization for deltas
- 41.1.3.11 Create compression integration (LZ4, Zstd)
- 41.1.3.12 Implement encryption layer for sensitive data
- 41.1.3.13 Create schema validation and migration tools
- 41.1.3.14 Implement streaming serialization for large objects
- 41.1.3.15 Create benchmark suite comparing formats
41.1.4 Reflection System#
- 41.1.4.1 Design runtime type information (RTTI) system
- 41.1.4.2 Implement type registry with unique IDs
- 41.1.4.3 Create field metadata (name, type, offset, attributes)
- 41.1.4.4 Implement method metadata and invocation
- 41.1.4.5 Create enum reflection with variant info
- 41.1.4.6 Implement generic type reflection
- 41.1.4.7 Create attribute/annotation system
- 41.1.4.8 Implement dynamic property access
- 41.1.4.9 Create type conversion utilities
- 41.1.4.10 Implement serialization integration
- 41.1.4.11 Create editor integration for property grids
- 41.1.4.12 Implement scripting language bindings
- 41.1.4.13 Create documentation generation from reflection
- 41.1.4.14 Implement validation rules via attributes
- 41.1.4.15 Create reflection-based diff and patch
41.1.5 Event System#
- 41.1.5.1 Design typed event bus architecture
- 41.1.5.2 Implement synchronous event dispatch
- 41.1.5.3 Create async event dispatch with ordering
- 41.1.5.4 Implement event filtering and routing
- 41.1.5.5 Create event priority system
- 41.1.5.6 Implement event cancellation/consumption
- 41.1.5.7 Create event batching for performance
- 41.1.5.8 Implement event replay for debugging
- 41.1.5.9 Create event serialization for networking
- 41.1.5.10 Implement event sourcing patterns
- 41.1.5.11 Create event versioning for compatibility
- 41.1.5.12 Implement weak event references
- 41.1.5.13 Create event statistics and monitoring
- 41.1.5.14 Implement cross-process event bus
- 41.1.5.15 Create visual event flow debugging
41.1.6 Logging & Diagnostics#
- 41.1.6.1 Implement structured logging system
- 41.1.6.2 Create log levels with runtime filtering
- 41.1.6.3 Implement async log writing (non-blocking)
- 41.1.6.4 Create log rotation and archival
- 41.1.6.5 Implement log format customization
- 41.1.6.6 Create JSON and binary log formats
- 41.1.6.7 Implement distributed tracing (OpenTelemetry)
- 41.1.6.8 Create span-based profiling integration
- 41.1.6.9 Implement metric collection (counters, gauges, histograms)
- 41.1.6.10 Create health check framework
- 41.1.6.11 Implement crash reporting and minidumps
- 41.1.6.12 Create assertion and contract system
- 41.1.6.13 Implement performance markers for profilers
- 41.1.6.14 Create remote logging and monitoring
- 41.1.6.15 Implement log analysis and alerting
41.2 @neith/hal — Hardware Abstraction Layer#
Unified interface to hardware across all platforms.
41.2.1 GPU Abstraction#
- 41.2.1.1 Create GPU device enumeration and selection
- 41.2.1.2 Implement Vulkan backend via wgpu
- 41.2.1.3 Implement Metal backend via wgpu
- 41.2.1.4 Implement DirectX 12 backend via wgpu
- 41.2.1.5 Implement WebGPU backend for browsers
- 41.2.1.6 Create shader compilation pipeline (WGSL → SPIR-V)
- 41.2.1.7 Implement shader hot-reloading for development
- 41.2.1.8 Create GPU memory allocator (VMA-style)
- 41.2.1.9 Implement resource binding and descriptor sets
- 41.2.1.10 Create command buffer recording and submission
- 41.2.1.11 Implement multi-queue support (graphics, compute, transfer)
- 41.2.1.12 Create synchronization primitives (fences, semaphores)
- 41.2.1.13 Implement GPU profiling and timing queries
- 41.2.1.14 Create GPU capability detection and feature levels
- 41.2.1.15 Implement multi-GPU support (explicit, implicit)
41.2.2 Audio Device Abstraction#
- 41.2.2.1 Create audio device enumeration
- 41.2.2.2 Implement WASAPI backend (Windows)
- 41.2.2.3 Implement CoreAudio backend (macOS/iOS)
- 41.2.2.4 Implement ALSA/PulseAudio/PipeWire backends (Linux)
- 41.2.2.5 Implement AAudio/OpenSL ES backends (Android)
- 41.2.2.6 Implement WebAudio backend (browsers)
- 41.2.2.7 Create sample rate conversion
- 41.2.2.8 Implement channel mapping and remixing
- 41.2.2.9 Create low-latency audio paths
- 41.2.2.10 Implement audio device hot-plugging
- 41.2.2.11 Create MIDI device abstraction
- 41.2.2.12 Implement audio routing and mixing
- 41.2.2.13 Create audio format conversion
- 41.2.2.14 Implement exclusive mode for pro audio
- 41.2.2.15 Create audio latency measurement
41.2.3 Input Abstraction#
- 41.2.3.1 Create unified input event system
- 41.2.3.2 Implement keyboard input with scancodes and keycodes
- 41.2.3.3 Create mouse input with raw and accelerated modes
- 41.2.3.4 Implement gamepad support (XInput, DInput, HID)
- 41.2.3.5 Create touch input with gesture recognition
- 41.2.3.6 Implement pen/stylus input with pressure
- 41.2.3.7 Create motion controller support (VR)
- 41.2.3.8 Implement eye tracking integration
- 41.2.3.9 Create voice input abstraction
- 41.2.3.10 Implement haptic feedback (rumble, HD haptics)
- 41.2.3.11 Create input remapping system
- 41.2.3.12 Implement input recording and playback
- 41.2.3.13 Create dead zone and curve configuration
- 41.2.3.14 Implement multi-user input separation
- 41.2.3.15 Create accessibility input adaptations
41.2.4 Sensor Abstraction#
- 41.2.4.1 Create accelerometer abstraction
- 41.2.4.2 Implement gyroscope abstraction
- 41.2.4.3 Create magnetometer (compass) abstraction
- 41.2.4.4 Implement barometer/altimeter abstraction
- 41.2.4.5 Create GPS/GNSS location abstraction
- 41.2.4.6 Implement proximity sensor abstraction
- 41.2.4.7 Create ambient light sensor abstraction
- 41.2.4.8 Implement heart rate sensor abstraction
- 41.2.4.9 Create sensor fusion (IMU) algorithms
- 41.2.4.10 Implement Kalman filtering for noise reduction
- 41.2.4.11 Create sensor calibration utilities
- 41.2.4.12 Implement sensor data recording
- 41.2.4.13 Create sensor simulation for testing
- 41.2.4.14 Implement power-efficient sensor batching
- 41.2.4.15 Create sensor permission handling
41.2.5 Camera Abstraction#
- 41.2.5.1 Create camera device enumeration
- 41.2.5.2 Implement camera capture (Video4Linux, AVFoundation, MediaFoundation)
- 41.2.5.3 Create camera format negotiation
- 41.2.5.4 Implement camera controls (exposure, focus, white balance)
- 41.2.5.5 Create multi-camera support
- 41.2.5.6 Implement depth camera support (RealSense, Kinect)
- 41.2.5.7 Create IR camera support
- 41.2.5.8 Implement camera calibration utilities
- 41.2.5.9 Create camera streaming to GPU textures
- 41.2.5.10 Implement camera recording
- 41.2.5.11 Create AR camera integration (ARKit, ARCore)
- 41.2.5.12 Implement camera permission handling
- 41.2.5.13 Create camera simulation for testing
- 41.2.5.14 Implement camera hot-plugging
- 41.2.5.15 Create stereoscopic camera support
41.2.6 Network Abstraction#
- 41.2.6.1 Create socket abstraction (TCP, UDP)
- 41.2.6.2 Implement TLS/SSL integration (rustls)
- 41.2.6.3 Create QUIC protocol support (quinn)
- 41.2.6.4 Implement WebSocket support
- 41.2.6.5 Create HTTP/1.1 and HTTP/2 clients
- 41.2.6.6 Implement HTTP/3 support
- 41.2.6.7 Create DNS resolution with caching
- 41.2.6.8 Implement mDNS/DNS-SD for discovery
- 41.2.6.9 Create Bluetooth abstraction
- 41.2.6.10 Implement Wi-Fi Direct/P2P support
- 41.2.6.11 Create NFC abstraction
- 41.2.6.12 Implement network quality detection
- 41.2.6.13 Create bandwidth estimation
- 41.2.6.14 Implement network simulation for testing
- 41.2.6.15 Create VPN/proxy tunneling support
41.2.7 Storage Abstraction#
- 41.2.7.1 Create file system abstraction
- 41.2.7.2 Implement async file I/O
- 41.2.7.3 Create directory watching (inotify, FSEvents, ReadDirectoryChanges)
- 41.2.7.4 Implement file locking
- 41.2.7.5 Create memory-mapped file support
- 41.2.7.6 Implement sparse file support
- 41.2.7.7 Create archive format support (ZIP, TAR)
- 41.2.7.8 Implement cloud storage abstraction (S3-compatible)
- 41.2.7.9 Create database abstraction (SQLite, embedded)
- 41.2.7.10 Implement key-value store abstraction
- 41.2.7.11 Create secure storage (keychain, credential manager)
- 41.2.7.12 Implement storage quota management
- 41.2.7.13 Create storage migration utilities
- 41.2.7.14 Implement storage encryption
- 41.2.7.15 Create storage benchmarking
41.3 @neith/crypto — Cryptography & Security#
Sovereign cryptographic primitives and security utilities.
41.3.1 Symmetric Encryption#
- 41.3.1.1 Implement AES-256-GCM encryption
- 41.3.1.2 Create ChaCha20-Poly1305 encryption
- 41.3.1.3 Implement AES-256-CBC with HMAC
- 41.3.1.4 Create XChaCha20-Poly1305 for extended nonces
- 41.3.1.5 Implement streaming encryption for large files
- 41.3.1.6 Create authenticated encryption wrapper
- 41.3.1.7 Implement key derivation (HKDF, PBKDF2, Argon2)
- 41.3.1.8 Create secure key storage integration
- 41.3.1.9 Implement hardware acceleration detection (AES-NI)
- 41.3.1.10 Create encryption benchmarks
- 41.3.1.11 Implement constant-time operations
- 41.3.1.12 Create secure memory wiping
- 41.3.1.13 Implement encryption context/AAD support
- 41.3.1.14 Create multi-recipient encryption
- 41.3.1.15 Implement forward secrecy patterns
41.3.2 Asymmetric Encryption#
- 41.3.2.1 Implement Ed25519 signatures
- 41.3.2.2 Create X25519 key exchange
- 41.3.2.3 Implement RSA-4096 for compatibility
- 41.3.2.4 Create ECDSA (P-256, P-384) support
- 41.3.2.5 Implement ECDH key agreement
- 41.3.2.6 Create hybrid encryption (ECIES-style)
- 41.3.2.7 Implement key pair generation
- 41.3.2.8 Create key import/export (PEM, DER, JWK)
- 41.3.2.9 Implement certificate parsing (X.509)
- 41.3.2.10 Create certificate chain validation
- 41.3.2.11 Implement certificate pinning
- 41.3.2.12 Create CSR generation
- 41.3.2.13 Implement OCSP and CRL checking
- 41.3.2.14 Create post-quantum hybrid schemes (Kyber+X25519)
- 41.3.2.15 Implement threshold signatures
41.3.3 Hashing & MACs#
- 41.3.3.1 Implement SHA-256/SHA-512
- 41.3.3.2 Create SHA-3 (Keccak) support
- 41.3.3.3 Implement BLAKE3 for speed
- 41.3.3.4 Create BLAKE2b/BLAKE2s
- 41.3.3.5 Implement HMAC-SHA256/SHA512
- 41.3.3.6 Create keyed BLAKE3
- 41.3.3.7 Implement Poly1305 MAC
- 41.3.3.8 Create incremental/streaming hashing
- 41.3.3.9 Implement parallel hashing for large files
- 41.3.3.10 Create hash tree (Merkle tree) utilities
- 41.3.3.11 Implement content-addressable storage hashing
- 41.3.3.12 Create password hashing (Argon2id)
- 41.3.3.13 Implement hash-based KDF
- 41.3.3.14 Create hash benchmarks
- 41.3.3.15 Implement hash verification with timing safety
41.3.4 Random Number Generation#
- 41.3.4.1 Create cryptographically secure RNG (CSPRNG)
- 41.3.4.2 Implement OS entropy source integration
- 41.3.4.3 Create hardware RNG support (RDRAND)
- 41.3.4.4 Implement deterministic RNG for testing
- 41.3.4.5 Create random byte generation
- 41.3.4.6 Implement random integer in range
- 41.3.4.7 Create random string generation
- 41.3.4.8 Implement UUID v4 generation
- 41.3.4.9 Create entropy pool management
- 41.3.4.10 Implement entropy health monitoring
- 41.3.4.11 Create fork-safe RNG
- 41.3.4.12 Implement RNG reseeding
- 41.3.4.13 Create RNG state serialization (for replays)
- 41.3.4.14 Implement bias-free random selection
- 41.3.4.15 Create random permutation (shuffle)
41.3.5 TLS & Secure Channels#
- 41.3.5.1 Implement TLS 1.3 client (rustls)
- 41.3.5.2 Create TLS 1.3 server
- 41.3.5.3 Implement certificate verification
- 41.3.5.4 Create SNI support
- 41.3.5.5 Implement ALPN negotiation
- 41.3.5.6 Create session resumption (tickets)
- 41.3.5.7 Implement 0-RTT early data
- 41.3.5.8 Create client certificate authentication
- 41.3.5.9 Implement DTLS for UDP
- 41.3.5.10 Create Noise Protocol framework
- 41.3.5.11 Implement WireGuard-style channels
- 41.3.5.12 Create secure channel abstraction
- 41.3.5.13 Implement channel binding
- 41.3.5.14 Create perfect forward secrecy verification
- 41.3.5.15 Implement TLS debugging and logging
41.4 @neith/net — Networking Stack#
Custom networking for games, real-time, and general applications.
41.4.1 Transport Layer#
- 41.4.1.1 Implement reliable UDP protocol
- 41.4.1.2 Create packet fragmentation and reassembly
- 41.4.1.3 Implement congestion control (BBR-style)
- 41.4.1.4 Create flow control with backpressure
- 41.4.1.5 Implement packet prioritization
- 41.4.1.6 Create ordered and unordered channels
- 41.4.1.7 Implement reliable and unreliable channels
- 41.4.1.8 Create connection establishment handshake
- 41.4.1.9 Implement connection migration
- 41.4.1.10 Create NAT traversal (STUN, TURN, ICE)
- 41.4.1.11 Implement hole punching
- 41.4.1.12 Create relay fallback
- 41.4.1.13 Implement bandwidth estimation
- 41.4.1.14 Create latency measurement (RTT)
- 41.4.1.15 Implement packet loss detection and recovery
41.4.2 Game Networking#
- 41.4.2.1 Implement client-server architecture
- 41.4.2.2 Create peer-to-peer mesh networking
- 41.4.2.3 Implement state synchronization
- 41.4.2.4 Create delta compression
- 41.4.2.5 Implement interest management (relevancy)
- 41.4.2.6 Create client-side prediction
- 41.4.2.7 Implement server reconciliation
- 41.4.2.8 Create lag compensation
- 41.4.2.9 Implement snapshot interpolation
- 41.4.2.10 Create entity replication system
- 41.4.2.11 Implement RPC system
- 41.4.2.12 Create lobby and matchmaking protocols
- 41.4.2.13 Implement voice chat integration
- 41.4.2.14 Create anti-cheat foundations
- 41.4.2.15 Implement network simulation (artificial lag, loss)
41.4.3 WebRTC Integration#
- 41.4.3.1 Implement WebRTC data channels
- 41.4.3.2 Create WebRTC audio/video streams
- 41.4.3.3 Implement ICE candidate gathering
- 41.4.3.4 Create DTLS-SRTP for media encryption
- 41.4.3.5 Implement SDP offer/answer
- 41.4.3.6 Create SCTP data channel multiplexing
- 41.4.3.7 Implement bandwidth estimation (REMB, TWCC)
- 41.4.3.8 Create simulcast support
- 41.4.3.9 Implement SVC (Scalable Video Coding) support
- 41.4.3.10 Create screen sharing
- 41.4.3.11 Implement recording
- 41.4.3.12 Create stats collection
- 41.4.3.13 Implement quality adaptation
- 41.4.3.14 Create echo cancellation integration
- 41.4.3.15 Implement noise suppression integration
41.4.4 HTTP Stack#
- 41.4.4.1 Implement HTTP/1.1 client
- 41.4.4.2 Create HTTP/2 client with multiplexing
- 41.4.4.3 Implement HTTP/3 (QUIC) client
- 41.4.4.4 Create connection pooling
- 41.4.4.5 Implement cookie handling
- 41.4.4.6 Create redirect following
- 41.4.4.7 Implement retry logic with backoff
- 41.4.4.8 Create request/response streaming
- 41.4.4.9 Implement multipart form data
- 41.4.4.10 Create file upload/download
- 41.4.4.11 Implement progress callbacks
- 41.4.4.12 Create caching (ETag, Cache-Control)
- 41.4.4.13 Implement compression (gzip, br, zstd)
- 41.4.4.14 Create proxy support (HTTP, SOCKS5)
- 41.4.4.15 Implement HTTP server for local services
41.5 @neith/ui — UI Toolkit#
GPU-accelerated, cross-platform UI toolkit.
41.5.1 Rendering Core#
- 41.5.1.1 Implement GPU-accelerated 2D renderer
- 41.5.1.2 Create vector path rendering (Bézier curves)
- 41.5.1.3 Implement anti-aliased line and shape drawing
- 41.5.1.4 Create gradient fills (linear, radial, conic)
- 41.5.1.5 Implement image rendering with filtering
- 41.5.1.6 Create blend modes (multiply, screen, overlay, etc.)
- 41.5.1.7 Implement clipping and masking
- 41.5.1.8 Create shadow and blur effects
- 41.5.1.9 Implement render layers and compositing
- 41.5.1.10 Create texture atlasing
- 41.5.1.11 Implement render caching (dirty rectangles)
- 41.5.1.12 Create subpixel positioning
- 41.5.1.13 Implement HiDPI/Retina support
- 41.5.1.14 Create color management (sRGB, Display P3)
- 41.5.1.15 Implement HDR rendering
41.5.2 Text Rendering#
- 41.5.2.1 Implement font loading (TTF, OTF, WOFF2)
- 41.5.2.2 Create font rasterization (signed distance field)
- 41.5.2.3 Implement glyph caching and atlasing
- 41.5.2.4 Create text shaping (HarfBuzz integration)
- 41.5.2.5 Implement complex script support (Arabic, Devanagari, CJK)
- 41.5.2.6 Create bidirectional text (RTL, LTR)
- 41.5.2.7 Implement text layout (line breaking, justification)
- 41.5.2.8 Create rich text with inline styles
- 41.5.2.9 Implement text selection and cursor
- 41.5.2.10 Create text editing with IME support
- 41.5.2.11 Implement font fallback chains
- 41.5.2.12 Create variable font support
- 41.5.2.13 Implement emoji rendering (color fonts)
- 41.5.2.14 Create text truncation with ellipsis
- 41.5.2.15 Implement text accessibility (screen reader)
41.5.3 Layout Engine#
- 41.5.3.1 Implement flexbox layout algorithm
- 41.5.3.2 Create CSS Grid layout algorithm
- 41.5.3.3 Implement absolute/relative positioning
- 41.5.3.4 Create stack layout (Z-order)
- 41.5.3.5 Implement scroll containers
- 41.5.3.6 Create virtualized lists (thousands of items)
- 41.5.3.7 Implement constraint-based layout
- 41.5.3.8 Create responsive breakpoints
- 41.5.3.9 Implement layout caching
- 41.5.3.10 Create layout animation support
- 41.5.3.11 Implement intrinsic sizing
- 41.5.3.12 Create aspect ratio constraints
- 41.5.3.13 Implement safe area insets
- 41.5.3.14 Create layout debugging visualization
- 41.5.3.15 Implement layout performance profiling
41.5.4 Widget Library#
- 41.5.4.1 Create Button widget with states
- 41.5.4.2 Implement TextField with validation
- 41.5.4.3 Create TextArea (multiline)
- 41.5.4.4 Implement Checkbox and Radio
- 41.5.4.5 Create Slider and Range slider
- 41.5.4.6 Implement Dropdown/Select
- 41.5.4.7 Create DatePicker and TimePicker
- 41.5.4.8 Implement ColorPicker
- 41.5.4.9 Create Progress bar and Spinner
- 41.5.4.10 Implement Tabs and TabView
- 41.5.4.11 Create TreeView with lazy loading
- 41.5.4.12 Implement DataGrid/Table
- 41.5.4.13 Create Modal and Dialog
- 41.5.4.14 Implement Tooltip and Popover
- 41.5.4.15 Create ContextMenu
41.5.5 Animation System#
- 41.5.5.1 Implement property animation
- 41.5.5.2 Create easing functions library
- 41.5.5.3 Implement spring physics animations
- 41.5.5.4 Create keyframe animations
- 41.5.5.5 Implement animation sequencing
- 41.5.5.6 Create parallel animations
- 41.5.5.7 Implement animation curves (cubic-bezier)
- 41.5.5.8 Create gesture-driven animations
- 41.5.5.9 Implement transition system
- 41.5.5.10 Create shared element transitions
- 41.5.5.11 Implement staggered animations
- 41.5.5.12 Create animation cancellation
- 41.5.5.13 Implement animation debugging
- 41.5.5.14 Create Lottie animation support
- 41.5.5.15 Implement physics-based gestures
41.5.6 Theming System#
- 41.5.6.1 Create design token system
- 41.5.6.2 Implement color themes (light, dark)
- 41.5.6.3 Create typography scale
- 41.5.6.4 Implement spacing scale
- 41.5.6.5 Create component variants
- 41.5.6.6 Implement theme inheritance
- 41.5.6.7 Create runtime theme switching
- 41.5.6.8 Implement theme serialization
- 41.5.6.9 Create theme editor UI
- 41.5.6.10 Implement system theme detection
- 41.5.6.11 Create high contrast mode
- 41.5.6.12 Implement reduced motion mode
- 41.5.6.13 Create theme validation
- 41.5.6.14 Implement CSS-in-Rust styling
- 41.5.6.15 Create style documentation generator
Phase 41 Summary — Neith Foundation#
| Library | Section | Tasks |
|---|---|---|
| @neith/core | 41.1 | 90 |
| @neith/hal | 41.2 | 105 |
| @neith/crypto | 41.3 | 75 |
| @neith/net | 41.4 | 60 |
| @neith/ui | 41.5 | 90 |
| Phase 41 Total | 420 |
Phase 42: Neith Engine — Game & Application Engine#
The core game/application engine with rendering, physics, audio, and gameplay systems rivaling Unreal Engine and Unity.
42.1 @neith/renderer — Real-Time Rendering Pipeline#
Industry-leading rendering with global illumination and virtualized geometry.
42.1.1 Render Graph System#
- 42.1.1.1 Design frame graph architecture
- 42.1.1.2 Implement automatic resource lifetime management
- 42.1.1.3 Create render pass dependencies and ordering
- 42.1.1.4 Implement resource aliasing and memory reuse
- 42.1.1.5 Create async compute integration
- 42.1.1.6 Implement transient resource allocation
- 42.1.1.7 Create render graph compilation and optimization
- 42.1.1.8 Implement conditional passes
- 42.1.1.9 Create render graph debugging visualization
- 42.1.1.10 Implement render graph serialization
- 42.1.1.11 Create multi-view rendering (VR stereo)
- 42.1.1.12 Implement tile-based rendering optimization
- 42.1.1.13 Create render graph profiling
- 42.1.1.14 Implement dynamic resolution scaling
- 42.1.1.15 Create render graph hot-reload
42.1.2 GPU-Driven Rendering#
- 42.1.2.1 Implement GPU culling (frustum, occlusion)
- 42.1.2.2 Create indirect draw call system
- 42.1.2.3 Implement GPU-driven LOD selection
- 42.1.2.4 Create mesh cluster rendering
- 42.1.2.5 Implement visibility buffer rendering
- 42.1.2.6 Create GPU scene representation
- 42.1.2.7 Implement persistent mapped buffers
- 42.1.2.8 Create bindless resource management
- 42.1.2.9 Implement GPU instance culling
- 42.1.2.10 Create two-phase occlusion culling
- 42.1.2.11 Implement Hi-Z occlusion buffer
- 42.1.2.12 Create GPU-driven shadow culling
- 42.1.2.13 Implement batch merging
- 42.1.2.14 Create GPU sorting (radix sort)
- 42.1.2.15 Implement GPU compaction
42.1.3 PBR Material System#
- 42.1.3.1 Implement standard PBR model (metallic-roughness)
- 42.1.3.2 Create specular-glossiness workflow
- 42.1.3.3 Implement multi-layer materials
- 42.1.3.4 Create subsurface scattering (SSS)
- 42.1.3.5 Implement anisotropic materials
- 42.1.3.6 Create clear coat materials
- 42.1.3.7 Implement sheen for cloth
- 42.1.3.8 Create transmission for glass
- 42.1.3.9 Implement iridescence/thin-film
- 42.1.3.10 Create material layering and blending
- 42.1.3.11 Implement parallax occlusion mapping
- 42.1.3.12 Create detail textures and tiling
- 42.1.3.13 Implement texture bombing
- 42.1.3.14 Create procedural texturing nodes
- 42.1.3.15 Implement material LOD
42.1.4 Material Graph Editor#
- 42.1.4.1 Design node-based material editor
- 42.1.4.2 Implement material node types (math, texture, utility)
- 42.1.4.3 Create custom function nodes
- 42.1.4.4 Implement material compilation to shaders
- 42.1.4.5 Create material preview rendering
- 42.1.4.6 Implement material instancing
- 42.1.4.7 Create material parameter collections
- 42.1.4.8 Implement material templates
- 42.1.4.9 Create material versioning
- 42.1.4.10 Implement material debugging
- 42.1.4.11 Create shader variant compilation
- 42.1.4.12 Implement shader permutation management
- 42.1.4.13 Create material documentation generation
- 42.1.4.14 Implement material validation
- 42.1.4.15 Create material import/export
42.1.5 Global Illumination#
- 42.1.5.1 Implement screen-space global illumination (SSGI)
- 42.1.5.2 Create signed distance field (SDF) scene
- 42.1.5.3 Implement SDF ray tracing
- 42.1.5.4 Create surface cache for radiance
- 42.1.5.5 Implement infinite diffuse bounces
- 42.1.5.6 Create radiance cache with temporal stability
- 42.1.5.7 Implement probe-based GI fallback
- 42.1.5.8 Create irradiance volumes
- 42.1.5.9 Implement light probe placement
- 42.1.5.10 Create reflection probes
- 42.1.5.11 Implement planar reflections
- 42.1.5.12 Create screen-space reflections (SSR)
- 42.1.5.13 Implement hardware ray tracing GI (RTX)
- 42.1.5.14 Create hybrid software/hardware GI
- 42.1.5.15 Implement GI baking for mobile
42.1.6 Shadow System#
- 42.1.6.1 Implement cascaded shadow maps (CSM)
- 42.1.6.2 Create virtual shadow maps (VSM)
- 42.1.6.3 Implement shadow caching
- 42.1.6.4 Create per-object shadows
- 42.1.6.5 Implement contact hardening shadows (PCSS)
- 42.1.6.6 Create ray-traced shadows
- 42.1.6.7 Implement area light shadows
- 42.1.6.8 Create shadow bias and normal offset
- 42.1.6.9 Implement shadow filtering (PCF, PCSS)
- 42.1.6.10 Create translucent shadows
- 42.1.6.11 Implement colored shadows
- 42.1.6.12 Create shadow LOD
- 42.1.6.13 Implement shadow culling
- 42.1.6.14 Create shadow debugging
- 42.1.6.15 Implement shadow rendering optimization
42.1.7 Lighting System#
- 42.1.7.1 Implement directional lights with atmosphere
- 42.1.7.2 Create point lights with attenuation
- 42.1.7.3 Implement spot lights with cookies
- 42.1.7.4 Create area lights (rect, disc, sphere)
- 42.1.7.5 Implement IES light profiles
- 42.1.7.6 Create emissive materials as lights
- 42.1.7.7 Implement light functions (animated lights)
- 42.1.7.8 Create clustered forward rendering
- 42.1.7.9 Implement deferred rendering path
- 42.1.7.10 Create visibility buffer shading
- 42.1.7.11 Implement light prioritization
- 42.1.7.12 Create light baking
- 42.1.7.13 Implement volumetric lighting
- 42.1.7.14 Create god rays
- 42.1.7.15 Implement light debugging
42.1.8 Virtualized Geometry (Nanite-class)#
- 42.1.8.1 Implement mesh clustering algorithm
- 42.1.8.2 Create hierarchical LOD generation
- 42.1.8.3 Implement cluster culling
- 42.1.8.4 Create software rasterizer for small triangles
- 42.1.8.5 Implement hardware rasterizer path
- 42.1.8.6 Create visibility buffer
- 42.1.8.7 Implement deferred material evaluation
- 42.1.8.8 Create streaming from disk
- 42.1.8.9 Implement GPU-resident geometry
- 42.1.8.10 Create mesh compression
- 42.1.8.11 Implement predictive loading
- 42.1.8.12 Create impostor fallback
- 42.1.8.13 Implement displacement mapping
- 42.1.8.14 Create tessellation integration
- 42.1.8.15 Implement virtualized geometry debugging
42.1.9 Post-Processing#
- 42.1.9.1 Implement tone mapping (ACES, filmic, custom)
- 42.1.9.2 Create color grading with LUTs
- 42.1.9.3 Implement bloom with energy conservation
- 42.1.9.4 Create depth of field (bokeh, Gaussian)
- 42.1.9.5 Implement motion blur (camera, per-object)
- 42.1.9.6 Create chromatic aberration
- 42.1.9.7 Implement lens distortion
- 42.1.9.8 Create film grain
- 42.1.9.9 Implement vignette
- 42.1.9.10 Create sharpen filters
- 42.1.9.11 Implement anti-aliasing (TAA, FXAA, SMAA)
- 42.1.9.12 Create upscaling (FSR, custom)
- 42.1.9.13 Implement SSAO (GTAO, HBAO)
- 42.1.9.14 Create auto-exposure
- 42.1.9.15 Implement post-process volumes
42.1.10 Atmospheric Rendering#
- 42.1.10.1 Implement physical sky model
- 42.1.10.2 Create Rayleigh and Mie scattering
- 42.1.10.3 Implement sun disk rendering
- 42.1.10.4 Create moon and celestial bodies
- 42.1.10.5 Implement star field
- 42.1.10.6 Create procedural clouds (volumetric)
- 42.1.10.7 Implement cloud shadows
- 42.1.10.8 Create fog (height, distance, volumetric)
- 42.1.10.9 Implement underwater rendering
- 42.1.10.10 Create atmospheric LUT precomputation
- 42.1.10.11 Implement time-of-day system
- 42.1.10.12 Create weather effects integration
- 42.1.10.13 Implement aerial perspective
- 42.1.10.14 Create sky capture for reflections
- 42.1.10.15 Implement procedural aurora
42.2 @neith/physics — Multi-Physics Simulation#
Comprehensive physics supporting rigid bodies, soft bodies, fluids, and destruction.
42.2.1 Rigid Body Dynamics#
- 42.2.1.1 Implement broadphase collision detection (SAP, BVH)
- 42.2.1.2 Create narrowphase collision (GJK, EPA)
- 42.2.1.3 Implement collision shapes (box, sphere, capsule, convex, mesh)
- 42.2.1.4 Create compound collision shapes
- 42.2.1.5 Implement collision filtering (layers, groups)
- 42.2.1.6 Create physics materials (friction, restitution)
- 42.2.1.7 Implement contact point generation
- 42.2.1.8 Create contact manifold caching
- 42.2.1.9 Implement constraint solver (sequential impulse)
- 42.2.1.10 Create joint types (fixed, hinge, slider, ball, spring)
- 42.2.1.11 Implement motor constraints
- 42.2.1.12 Create breakable constraints
- 42.2.1.13 Implement sleeping/waking
- 42.2.1.14 Create continuous collision detection (CCD)
- 42.2.1.15 Implement physics interpolation
42.2.2 Character Physics#
- 42.2.2.1 Implement capsule character controller
- 42.2.2.2 Create ground detection and snapping
- 42.2.2.3 Implement slope handling
- 42.2.2.4 Create step climbing
- 42.2.2.5 Implement ledge grabbing detection
- 42.2.2.6 Create swimming/floating
- 42.2.2.7 Implement ladder climbing
- 42.2.2.8 Create wall running/climbing
- 42.2.2.9 Implement character-character collision
- 42.2.2.10 Create pushback and depenetration
- 42.2.2.11 Implement crouching and prone
- 42.2.2.12 Create platform riding
- 42.2.2.13 Implement variable gravity
- 42.2.2.14 Create jetpack/flying
- 42.2.2.15 Implement grappling hook physics
42.2.3 Vehicle Physics#
- 42.2.3.1 Implement wheeled vehicle simulation
- 42.2.3.2 Create tire friction model (Pacejka-style)
- 42.2.3.3 Implement suspension (spring-damper)
- 42.2.3.4 Create differential types (open, limited slip, locked)
- 42.2.3.5 Implement engine simulation (torque curves)
- 42.2.3.6 Create transmission (manual, automatic)
- 42.2.3.7 Implement braking (ABS, handbrake)
- 42.2.3.8 Create aerodynamics (drag, downforce)
- 42.2.3.9 Implement tracked vehicles
- 42.2.3.10 Create hover vehicles
- 42.2.3.11 Implement boats/watercraft
- 42.2.3.12 Create aircraft physics
- 42.2.3.13 Implement spacecraft physics
- 42.2.3.14 Create motorcycle/bike physics
- 42.2.3.15 Implement vehicle damage
42.2.4 Ragdoll Physics#
- 42.2.4.1 Implement ragdoll skeleton setup
- 42.2.4.2 Create bone collision shapes
- 42.2.4.3 Implement joint limits
- 42.2.4.4 Create powered ragdoll (active ragdoll)
- 42.2.4.5 Implement ragdoll blending with animation
- 42.2.4.6 Create partial ragdoll (upper/lower body)
- 42.2.4.7 Implement hit reactions
- 42.2.4.8 Create death poses
- 42.2.4.9 Implement ragdoll getting up
- 42.2.4.10 Create ragdoll dragging
- 42.2.4.11 Implement ragdoll throwing
- 42.2.4.12 Create ragdoll stability
- 42.2.4.13 Implement ragdoll LOD
- 42.2.4.14 Create ragdoll pooling
- 42.2.4.15 Implement ragdoll debugging
42.2.5 Cloth Simulation#
- 42.2.5.1 Implement mass-spring cloth
- 42.2.5.2 Create position-based dynamics (PBD) cloth
- 42.2.5.3 Implement GPU cloth simulation
- 42.2.5.4 Create cloth collision with world
- 42.2.5.5 Implement cloth self-collision
- 42.2.5.6 Create cloth-character collision
- 42.2.5.7 Implement cloth tearing
- 42.2.5.8 Create cloth wind interaction
- 42.2.5.9 Implement cloth wetness
- 42.2.5.10 Create cloth LOD
- 42.2.5.11 Implement cloth painting (constraints)
- 42.2.5.12 Create backstop constraints
- 42.2.5.13 Implement distance constraints
- 42.2.5.14 Create bending constraints
- 42.2.5.15 Implement cloth debugging
42.2.6 Soft Body Physics#
- 42.2.6.1 Implement tetrahedral mesh soft bodies
- 42.2.6.2 Create volume preservation
- 42.2.6.3 Implement pressure simulation
- 42.2.6.4 Create soft body collision
- 42.2.6.5 Implement soft body cutting
- 42.2.6.6 Create muscle simulation
- 42.2.6.7 Implement fat jiggle physics
- 42.2.6.8 Create breast/body physics
- 42.2.6.9 Implement inflatable objects
- 42.2.6.10 Create soft body attachments
- 42.2.6.11 Implement soft body LOD
- 42.2.6.12 Create GPU soft body
- 42.2.6.13 Implement rope/cable physics
- 42.2.6.14 Create chain physics
- 42.2.6.15 Implement rubber/elastic materials
42.2.7 Fluid Simulation#
- 42.2.7.1 Implement SPH (Smoothed Particle Hydrodynamics)
- 42.2.7.2 Create FLIP/APIC fluid
- 42.2.7.3 Implement GPU fluid simulation
- 42.2.7.4 Create fluid-rigid body interaction
- 42.2.7.5 Implement fluid surface reconstruction
- 42.2.7.6 Create foam and spray particles
- 42.2.7.7 Implement bubbles
- 42.2.7.8 Create viscosity (honey, mud, lava)
- 42.2.7.9 Implement fluid emission and absorption
- 42.2.7.10 Create fluid containers
- 42.2.7.11 Implement multiphase fluids (oil/water)
- 42.2.7.12 Create surface tension
- 42.2.7.13 Implement fluid caching
- 42.2.7.14 Create fluid LOD
- 42.2.7.15 Implement fluid rendering (refraction, caustics)
42.2.8 Destruction System#
- 42.2.8.1 Implement Voronoi fracture generation
- 42.2.8.2 Create artist-guided destruction patterns
- 42.2.8.3 Implement real-time fracture
- 42.2.8.4 Create pre-fractured meshes
- 42.2.8.5 Implement damage accumulation
- 42.2.8.6 Create structural integrity simulation
- 42.2.8.7 Implement progressive collapse
- 42.2.8.8 Create debris generation
- 42.2.8.9 Implement dust and particle effects
- 42.2.8.10 Create destruction sound integration
- 42.2.8.11 Implement destruction networking
- 42.2.8.12 Create destruction save/load
- 42.2.8.13 Implement destruction repair
- 42.2.8.14 Create destruction LOD
- 42.2.8.15 Implement destruction performance budget
42.3 @neith/audio — Spatial Audio Engine#
Complete audio system with HRTF, room acoustics, and procedural audio.
42.3.1 Audio Core#
- 42.3.1.1 Implement audio mixer with routing
- 42.3.1.2 Create audio bus system
- 42.3.1.3 Implement audio format conversion
- 42.3.1.4 Create audio resampling
- 42.3.1.5 Implement audio playback (one-shot, looping)
- 42.3.1.6 Create audio streaming from disk
- 42.3.1.7 Implement audio compression (Vorbis, Opus)
- 42.3.1.8 Create audio pooling
- 42.3.1.9 Implement audio priority and virtualization
- 42.3.1.10 Create audio ducking
- 42.3.1.11 Implement audio fading
- 42.3.1.12 Create audio snapshots
- 42.3.1.13 Implement audio parameter automation
- 42.3.1.14 Create audio event system
- 42.3.1.15 Implement audio profiling
42.3.2 Spatial Audio#
- 42.3.2.1 Implement HRTF (Head-Related Transfer Function)
- 42.3.2.2 Create personalized HRTF from ear photos
- 42.3.2.3 Implement ambisonics (1st-3rd order)
- 42.3.2.4 Create binaural rendering
- 42.3.2.5 Implement distance attenuation models
- 42.3.2.6 Create Doppler effect
- 42.3.2.7 Implement sound occlusion
- 42.3.2.8 Create sound obstruction
- 42.3.2.9 Implement sound portals
- 42.3.2.10 Create sound propagation
- 42.3.2.11 Implement head tracking integration
- 42.3.2.12 Create listener focus modeling
- 42.3.2.13 Implement multi-listener support
- 42.3.2.14 Create spatial audio debugging
- 42.3.2.15 Implement spatial audio profiling
42.3.3 Room Acoustics#
- 42.3.3.1 Implement real-time reverb
- 42.3.3.2 Create early reflections (ray-traced)
- 42.3.3.3 Implement late reverberation
- 42.3.3.4 Create material absorption coefficients
- 42.3.3.5 Implement room geometry analysis
- 42.3.3.6 Create acoustic probe baking
- 42.3.3.7 Implement dynamic acoustic updates
- 42.3.3.8 Create acoustic zone blending
- 42.3.3.9 Implement outdoor acoustics
- 42.3.3.10 Create underwater acoustics
- 42.3.3.11 Implement cave acoustics
- 42.3.3.12 Create stadium acoustics
- 42.3.3.13 Implement vehicle interior acoustics
- 42.3.3.14 Create acoustic simulation debugging
- 42.3.3.15 Implement acoustic presets
42.3.4 DSP Effects#
- 42.3.4.1 Implement EQ (parametric, graphic)
- 42.3.4.2 Create compressor/limiter
- 42.3.4.3 Implement reverb (algorithmic, convolution)
- 42.3.4.4 Create delay (simple, ping-pong, tape)
- 42.3.4.5 Implement chorus/flanger/phaser
- 42.3.4.6 Create distortion/saturation
- 42.3.4.7 Implement pitch shifting
- 42.3.4.8 Create time stretching
- 42.3.4.9 Implement filter (low-pass, high-pass, band-pass)
- 42.3.4.10 Create vocoder
- 42.3.4.11 Implement noise gate
- 42.3.4.12 Create tremolo/vibrato
- 42.3.4.13 Implement ring modulation
- 42.3.4.14 Create bitcrusher
- 42.3.4.15 Implement custom effect graph
42.3.5 Procedural Audio#
- 42.3.5.1 Implement granular synthesis
- 42.3.5.2 Create physics-driven sound
- 42.3.5.3 Implement impact sounds
- 42.3.5.4 Create rolling/sliding sounds
- 42.3.5.5 Implement wind sounds
- 42.3.5.6 Create water sounds
- 42.3.5.7 Implement fire sounds
- 42.3.5.8 Create footstep system
- 42.3.5.9 Implement vehicle engine synthesis
- 42.3.5.10 Create weapon sounds
- 42.3.5.11 Implement ambient soundscapes
- 42.3.5.12 Create creature vocalizations
- 42.3.5.13 Implement instrument simulation
- 42.3.5.14 Create UI sounds
- 42.3.5.15 Implement audio-reactive visuals
42.3.6 Music System#
- 42.3.6.1 Implement adaptive music system
- 42.3.6.2 Create horizontal re-sequencing
- 42.3.6.3 Implement vertical layering
- 42.3.6.4 Create musical transitions
- 42.3.6.5 Implement beat-synchronized events
- 42.3.6.6 Create tempo detection
- 42.3.6.7 Implement key detection
- 42.3.6.8 Create music stingers
- 42.3.6.9 Implement music playlists
- 42.3.6.10 Create music intensity curves
- 42.3.6.11 Implement combat music system
- 42.3.6.12 Create exploration music system
- 42.3.6.13 Implement menu music handling
- 42.3.6.14 Create music memory management
- 42.3.6.15 Implement music debugging
42.4 @neith/ecs — Entity Component System#
High-performance ECS architecture for game logic.
42.4.1 ECS Core#
- 42.4.1.1 Implement archetype-based storage
- 42.4.1.2 Create entity ID generation (generational)
- 42.4.1.3 Implement component registration
- 42.4.1.4 Create sparse set storage option
- 42.4.1.5 Implement component addition/removal
- 42.4.1.6 Create entity creation/destruction
- 42.4.1.7 Implement component iteration (query)
- 42.4.1.8 Create change detection
- 42.4.1.9 Implement component relations
- 42.4.1.10 Create entity hierarchy (parent/child)
- 42.4.1.11 Implement entity prefabs
- 42.4.1.12 Create entity serialization
- 42.4.1.13 Implement entity cloning
- 42.4.1.14 Create entity debugging
- 42.4.1.15 Implement ECS benchmarks
42.4.2 Query System#
- 42.4.2.1 Implement component queries
- 42.4.2.2 Create query filtering (with, without, changed)
- 42.4.2.3 Implement query caching
- 42.4.2.4 Create parallel query iteration
- 42.4.2.5 Implement query batching
- 42.4.2.6 Create optional component access
- 42.4.2.7 Implement relation queries
- 42.4.2.8 Create singleton queries
- 42.4.2.9 Implement query combinators
- 42.4.2.10 Create query statistics
- 42.4.2.11 Implement query debugging
- 42.4.2.12 Create query validation
- 42.4.2.13 Implement reactive queries
- 42.4.2.14 Create query optimization
- 42.4.2.15 Implement query serialization
42.4.3 System Scheduling#
- 42.4.3.1 Implement system registration
- 42.4.3.2 Create system ordering (before, after)
- 42.4.3.3 Implement system sets/stages
- 42.4.3.4 Create parallel system execution
- 42.4.3.5 Implement system conditions
- 42.4.3.6 Create run criteria
- 42.4.3.7 Implement exclusive systems
- 42.4.3.8 Create system parameters
- 42.4.3.9 Implement system local state
- 42.4.3.10 Create system profiling
- 42.4.3.11 Implement system debugging
- 42.4.3.12 Create system hot-reload
- 42.4.3.13 Implement system visualization
- 42.4.3.14 Create system documentation
- 42.4.3.15 Implement system validation
42.4.4 Resources & Events#
- 42.4.4.1 Implement global resources
- 42.4.4.2 Create resource initialization
- 42.4.4.3 Implement resource access patterns
- 42.4.4.4 Create resource change detection
- 42.4.4.5 Implement event sending
- 42.4.4.6 Create event reading
- 42.4.4.7 Implement event ordering
- 42.4.4.8 Create event batching
- 42.4.4.9 Implement event debugging
- 42.4.4.10 Create command buffers
- 42.4.4.11 Implement deferred operations
- 42.4.4.12 Create command batching
- 42.4.4.13 Implement command ordering
- 42.4.4.14 Create command debugging
- 42.4.4.15 Implement command validation
42.5 @neith/scripting — Scripting Integration#
Multi-language scripting for game logic.
42.5.1 Lua Integration#
- 42.5.1.1 Implement Lua VM embedding (mlua)
- 42.5.1.2 Create Rust-Lua type marshaling
- 42.5.1.3 Implement function binding
- 42.5.1.4 Create userdata for complex types
- 42.5.1.5 Implement metatables for OOP
- 42.5.1.6 Create coroutine support
- 42.5.1.7 Implement module system
- 42.5.1.8 Create sandboxing
- 42.5.1.9 Implement memory limits
- 42.5.1.10 Create instruction limits
- 42.5.1.11 Implement hot-reload
- 42.5.1.12 Create debugging support
- 42.5.1.13 Implement profiling
- 42.5.1.14 Create autocomplete data
- 42.5.1.15 Implement Lua test framework
42.5.2 WASM Integration#
- 42.5.2.1 Implement WASM runtime (wasmtime)
- 42.5.2.2 Create host function bindings
- 42.5.2.3 Implement memory management
- 42.5.2.4 Create resource limits
- 42.5.2.5 Implement WASI support
- 42.5.2.6 Create component model support
- 42.5.2.7 Implement async WASM
- 42.5.2.8 Create WASM compilation caching
- 42.5.2.9 Implement WASM hot-reload
- 42.5.2.10 Create WASM debugging
- 42.5.2.11 Implement WASM profiling
- 42.5.2.12 Create multi-language support (Rust, C, AssemblyScript)
- 42.5.2.13 Implement WASM plugin discovery
- 42.5.2.14 Create WASM versioning
- 42.5.2.15 Implement WASM sandboxing
42.5.3 Visual Scripting#
- 42.5.3.1 Design visual scripting node system
- 42.5.3.2 Implement node types (flow, data, event)
- 42.5.3.3 Create node connections
- 42.5.3.4 Implement node execution
- 42.5.3.5 Create variable nodes
- 42.5.3.6 Implement function nodes
- 42.5.3.7 Create event nodes
- 42.5.3.8 Implement flow control (if, loop, sequence)
- 42.5.3.9 Create math nodes
- 42.5.3.10 Implement ECS integration nodes
- 42.5.3.11 Create visual script compilation
- 42.5.3.12 Implement visual script debugging
- 42.5.3.13 Create visual script profiling
- 42.5.3.14 Implement visual script versioning
- 42.5.3.15 Create visual script templates
42.6 @neith/animation — Animation System#
Skeletal animation, blending, and procedural animation.
42.6.1 Skeletal Animation#
- 42.6.1.1 Implement skeleton data structure
- 42.6.1.2 Create animation clip storage
- 42.6.1.3 Implement animation sampling
- 42.6.1.4 Create pose blending
- 42.6.1.5 Implement additive blending
- 42.6.1.6 Create animation layers
- 42.6.1.7 Implement masked animation
- 42.6.1.8 Create animation compression
- 42.6.1.9 Implement animation streaming
- 42.6.1.10 Create animation events/notifies
- 42.6.1.11 Implement root motion
- 42.6.1.12 Create animation curves
- 42.6.1.13 Implement animation mirroring
- 42.6.1.14 Create animation LOD
- 42.6.1.15 Implement animation debugging
42.6.2 Animation State Machine#
- 42.6.2.1 Implement state machine graph
- 42.6.2.2 Create state transitions
- 42.6.2.3 Implement transition conditions
- 42.6.2.4 Create blend trees
- 42.6.2.5 Implement 1D blend spaces
- 42.6.2.6 Create 2D blend spaces
- 42.6.2.7 Implement state machine layers
- 42.6.2.8 Create sub-state machines
- 42.6.2.9 Implement state entry/exit events
- 42.6.2.10 Create transition interruption
- 42.6.2.11 Implement state machine debugging
- 42.6.2.12 Create state machine profiling
- 42.6.2.13 Implement state machine serialization
- 42.6.2.14 Create state machine hot-reload
- 42.6.2.15 Implement state machine templates
42.6.3 Inverse Kinematics#
- 42.6.3.1 Implement FABRIK solver
- 42.6.3.2 Create CCD (Cyclic Coordinate Descent) solver
- 42.6.3.3 Implement two-bone IK
- 42.6.3.4 Create full-body IK
- 42.6.3.5 Implement look-at IK
- 42.6.3.6 Create aim IK
- 42.6.3.7 Implement foot IK (ground adaptation)
- 42.6.3.8 Create hand IK
- 42.6.3.9 Implement IK constraints (limits, poles)
- 42.6.3.10 Create IK blending
- 42.6.3.11 Implement IK targets
- 42.6.3.12 Create IK debugging
- 42.6.3.13 Implement IK profiling
- 42.6.3.14 Create IK presets
- 42.6.3.15 Implement physics-based IK
42.6.4 Procedural Animation#
- 42.6.4.1 Implement procedural walk cycle
- 42.6.4.2 Create procedural idle motion
- 42.6.4.3 Implement procedural breathing
- 42.6.4.4 Create procedural eye movement
- 42.6.4.5 Implement procedural head tracking
- 42.6.4.6 Create procedural tail/tentacle
- 42.6.4.7 Implement procedural wing flapping
- 42.6.4.8 Create procedural spider/insect legs
- 42.6.4.9 Implement secondary motion (jiggle)
- 42.6.4.10 Create spring bones (hair, cloth)
- 42.6.4.11 Implement motion matching
- 42.6.4.12 Create pose warping
- 42.6.4.13 Implement trajectory matching
- 42.6.4.14 Create animation blending with physics
- 42.6.4.15 Implement locomotion system
42.6.5 Facial Animation#
- 42.6.5.1 Implement blend shape system
- 42.6.5.2 Create facial rig
- 42.6.5.3 Implement ARKit blend shapes
- 42.6.5.4 Create viseme-based lip sync
- 42.6.5.5 Implement audio-driven lip sync
- 42.6.5.6 Create AI-driven lip sync
- 42.6.5.7 Implement facial action coding system (FACS)
- 42.6.5.8 Create emotion presets
- 42.6.5.9 Implement eye gaze
- 42.6.5.10 Create blink system
- 42.6.5.11 Implement micro-expressions
- 42.6.5.12 Create facial performance capture
- 42.6.5.13 Implement facial animation retargeting
- 42.6.5.14 Create facial LOD
- 42.6.5.15 Implement facial debugging
Phase 42 Summary — Neith Engine#
| Library | Section | Tasks |
|---|---|---|
| @neith/renderer | 42.1 | 150 |
| @neith/physics | 42.2 | 120 |
| @neith/audio | 42.3 | 90 |
| @neith/ecs | 42.4 | 60 |
| @neith/scripting | 42.5 | 45 |
| @neith/animation | 42.6 | 75 |
| Phase 42 Total | 540 |
Phase 43: Neith Engine — AI Runtime & Asset Pipeline#
AI runtime for game NPCs and inference, plus comprehensive asset pipeline.
43.1 @neith/ai-runtime — Game AI & Inference#
AI systems for NPCs, behavior, and ML inference.
43.1.1 Navigation System#
- 43.1.1.1 Implement navmesh generation
- 43.1.1.2 Create navmesh editing tools
- 43.1.1.3 Implement A* pathfinding
- 43.1.1.4 Create hierarchical pathfinding (HPA*)
- 43.1.1.5 Implement flow field pathfinding
- 43.1.1.6 Create dynamic navmesh updates
- 43.1.1.7 Implement navmesh obstacles
- 43.1.1.8 Create off-mesh links (jumps, ladders)
- 43.1.1.9 Implement navmesh areas (water, grass, road)
- 43.1.1.10 Create path smoothing
- 43.1.1.11 Implement path corridors
- 43.1.1.12 Create steering behaviors
- 43.1.1.13 Implement local avoidance (RVO)
- 43.1.1.14 Create navmesh queries (raycast, nearest point)
- 43.1.1.15 Implement navmesh debugging
43.1.2 Behavior Trees#
- 43.1.2.1 Implement behavior tree nodes (composite, decorator, leaf)
- 43.1.2.2 Create selector nodes (fallback)
- 43.1.2.3 Implement sequence nodes
- 43.1.2.4 Create parallel nodes
- 43.1.2.5 Implement decorator nodes (inverter, repeater, etc.)
- 43.1.2.6 Create condition nodes
- 43.1.2.7 Implement action nodes
- 43.1.2.8 Create subtree references
- 43.1.2.9 Implement blackboard system
- 43.1.2.10 Create behavior tree editor
- 43.1.2.11 Implement behavior tree debugging
- 43.1.2.12 Create behavior tree profiling
- 43.1.2.13 Implement behavior tree serialization
- 43.1.2.14 Create behavior tree templates
- 43.1.2.15 Implement utility AI integration
43.1.3 State Machines (AI)#
- 43.1.3.1 Implement hierarchical state machine
- 43.1.3.2 Create state transitions
- 43.1.3.3 Implement transition conditions
- 43.1.3.4 Create global transitions
- 43.1.3.5 Implement state entry/exit actions
- 43.1.3.6 Create state update actions
- 43.1.3.7 Implement state machine layers
- 43.1.3.8 Create state machine editor
- 43.1.3.9 Implement state machine debugging
- 43.1.3.10 Create state machine profiling
- 43.1.3.11 Implement state machine serialization
- 43.1.3.12 Create pushdown automata support
- 43.1.3.13 Implement state machine history
- 43.1.3.14 Create state machine events
- 43.1.3.15 Implement state machine templates
43.1.4 Perception System#
- 43.1.4.1 Implement sight perception
- 43.1.4.2 Create hearing perception
- 43.1.4.3 Implement touch/damage perception
- 43.1.4.4 Create smell perception
- 43.1.4.5 Implement perception sources
- 43.1.4.6 Create perception stimuli
- 43.1.4.7 Implement perception memory
- 43.1.4.8 Create perception aging/decay
- 43.1.4.9 Implement perception queries
- 43.1.4.10 Create perception debugging
- 43.1.4.11 Implement line of sight checks
- 43.1.4.12 Create field of view visualization
- 43.1.4.13 Implement stealth mechanics integration
- 43.1.4.14 Create perception events
- 43.1.4.15 Implement perception optimization
43.1.5 Crowd Simulation#
- 43.1.5.1 Implement crowd agent system
- 43.1.5.2 Create crowd density management
- 43.1.5.3 Implement crowd flow fields
- 43.1.5.4 Create crowd lane formation
- 43.1.5.5 Implement crowd obstacle avoidance
- 43.1.5.6 Create crowd behavior variety
- 43.1.5.7 Implement crowd schedules
- 43.1.5.8 Create crowd interest points
- 43.1.5.9 Implement crowd reactions
- 43.1.5.10 Create crowd LOD
- 43.1.5.11 Implement crowd GPU simulation
- 43.1.5.12 Create crowd animation instancing
- 43.1.5.13 Implement crowd sound
- 43.1.5.14 Create crowd debugging
- 43.1.5.15 Implement crowd profiling
43.1.6 ML Inference Runtime#
- 43.1.6.1 Implement ONNX runtime integration
- 43.1.6.2 Create model loading and caching
- 43.1.6.3 Implement batched inference
- 43.1.6.4 Create GPU inference (DirectML, CoreML, CUDA)
- 43.1.6.5 Implement model quantization
- 43.1.6.6 Create inference scheduling
- 43.1.6.7 Implement inference memory management
- 43.1.6.8 Create inference profiling
- 43.1.6.9 Implement model versioning
- 43.1.6.10 Create inference debugging
- 43.1.6.11 Implement custom operators
- 43.1.6.12 Create inference caching (memoization)
- 43.1.6.13 Implement model ensemble
- 43.1.6.14 Create fallback strategies
- 43.1.6.15 Implement inference benchmarks
43.2 @neith/assets — Asset Pipeline#
Comprehensive asset management, import, and streaming.
43.2.1 Asset Format#
- 43.2.1.1 Design Neith Binary Asset format (.nba)
- 43.2.1.2 Implement asset header with metadata
- 43.2.1.3 Create asset content chunks
- 43.2.1.4 Implement asset dependencies tracking
- 43.2.1.5 Create asset versioning
- 43.2.1.6 Implement asset compression
- 43.2.1.7 Create asset encryption
- 43.2.1.8 Implement asset signatures
- 43.2.1.9 Create asset streaming markers
- 43.2.1.10 Implement asset LOD levels
- 43.2.1.11 Create asset variants (platform-specific)
- 43.2.1.12 Implement asset localization
- 43.2.1.13 Create asset preview thumbnails
- 43.2.1.14 Implement asset search index
- 43.2.1.15 Create asset documentation
43.2.2 Asset Import#
- 43.2.2.1 Implement glTF 2.0 importer (full spec)
- 43.2.2.2 Create USD importer
- 43.2.2.3 Implement FBX importer
- 43.2.2.4 Create OBJ importer
- 43.2.2.5 Implement Alembic importer
- 43.2.2.6 Create Collada importer
- 43.2.2.7 Implement Blender file importer
- 43.2.2.8 Create image importers (PNG, JPEG, EXR, HDR, TGA, PSD)
- 43.2.2.9 Implement audio importers (WAV, MP3, OGG, FLAC)
- 43.2.2.10 Create video importers (MP4, WebM)
- 43.2.2.11 Implement font importers (TTF, OTF, WOFF2)
- 43.2.2.12 Create material importers (Substance, MaterialX)
- 43.2.2.13 Implement skeletal animation importers
- 43.2.2.14 Create morph target importers
- 43.2.2.15 Implement custom importer API
43.2.3 Asset Processing#
- 43.2.3.1 Implement mesh optimization (simplification, cleanup)
- 43.2.3.2 Create mesh LOD generation
- 43.2.3.3 Implement mesh compression
- 43.2.3.4 Create texture compression (BC, ASTC, ETC2)
- 43.2.3.5 Implement texture mipmap generation
- 43.2.3.6 Create texture atlasing
- 43.2.3.7 Implement normal map generation
- 43.2.3.8 Create lightmap UV generation
- 43.2.3.9 Implement collision mesh generation
- 43.2.3.10 Create navmesh generation
- 43.2.3.11 Implement skeleton retargeting
- 43.2.3.12 Create animation compression
- 43.2.3.13 Implement audio transcoding
- 43.2.3.14 Create asset validation
- 43.2.3.15 Implement asset optimization reports
43.2.4 Asset Streaming#
- 43.2.4.1 Implement asset streaming manager
- 43.2.4.2 Create priority-based loading
- 43.2.4.3 Implement distance-based streaming
- 43.2.4.4 Create predictive loading
- 43.2.4.5 Implement background loading threads
- 43.2.4.6 Create memory budget management
- 43.2.4.7 Implement asset unloading policies
- 43.2.4.8 Create streaming LOD transitions
- 43.2.4.9 Implement streaming from network
- 43.2.4.10 Create streaming compression
- 43.2.4.11 Implement streaming debugging
- 43.2.4.12 Create streaming profiling
- 43.2.4.13 Implement streaming simulation
- 43.2.4.14 Create streaming presets
- 43.2.4.15 Implement streaming analytics
43.2.5 Asset Registry#
- 43.2.5.1 Implement asset database
- 43.2.5.2 Create asset discovery and scanning
- 43.2.5.3 Implement asset change detection
- 43.2.5.4 Create asset dependencies graph
- 43.2.5.5 Implement asset reference tracking
- 43.2.5.6 Create asset search and filtering
- 43.2.5.7 Implement asset tagging and metadata
- 43.2.5.8 Create asset bundles
- 43.2.5.9 Implement asset hot-reload
- 43.2.5.10 Create asset browser UI
- 43.2.5.11 Implement asset preview generation
- 43.2.5.12 Create asset import presets
- 43.2.5.13 Implement asset export
- 43.2.5.14 Create asset backup and restore
- 43.2.5.15 Implement asset analytics
43.3 @neith/scene — Scene Management#
Scene graph, level streaming, and world composition.
43.3.1 Scene Graph#
- 43.3.1.1 Implement scene node hierarchy
- 43.3.1.2 Create transform propagation
- 43.3.1.3 Implement scene node types
- 43.3.1.4 Create scene serialization
- 43.3.1.5 Implement scene instantiation
- 43.3.1.6 Create scene merging
- 43.3.1.7 Implement scene diffing
- 43.3.1.8 Create scene layers
- 43.3.1.9 Implement scene tags
- 43.3.1.10 Create scene queries
- 43.3.1.11 Implement scene visibility
- 43.3.1.12 Create scene debugging
- 43.3.1.13 Implement scene profiling
- 43.3.1.14 Create scene validation
- 43.3.1.15 Implement scene documentation
43.3.2 Level Streaming#
- 43.3.2.1 Implement level streaming zones
- 43.3.2.2 Create streaming triggers
- 43.3.2.3 Implement level loading states
- 43.3.2.4 Create level transition handling
- 43.3.2.5 Implement level persistence
- 43.3.2.6 Create level LOD
- 43.3.2.7 Implement level bounds
- 43.3.2.8 Create level dependencies
- 43.3.2.9 Implement level debugging
- 43.3.2.10 Create level profiling
- 43.3.2.11 Implement seamless world streaming
- 43.3.2.12 Create level instancing
- 43.3.2.13 Implement level versioning
- 43.3.2.14 Create level migration
- 43.3.2.15 Implement level analytics
43.3.3 World Composition#
- 43.3.3.1 Implement world grid system
- 43.3.3.2 Create world origin rebasing
- 43.3.3.3 Implement large world coordinates
- 43.3.3.4 Create world layers
- 43.3.3.5 Implement world bounds
- 43.3.3.6 Create world streaming
- 43.3.3.7 Implement world partitioning
- 43.3.3.8 Create world instancing
- 43.3.3.9 Implement world debugging
- 43.3.3.10 Create world profiling
- 43.3.3.11 Implement procedural world integration
- 43.3.3.12 Create world versioning
- 43.3.3.13 Implement world migration
- 43.3.3.14 Create world collaboration
- 43.3.3.15 Implement world analytics
43.4 @neith/particles — Particle System#
GPU-accelerated particle system for VFX.
43.4.1 Particle Core#
- 43.4.1.1 Implement GPU particle simulation
- 43.4.1.2 Create particle emission shapes
- 43.4.1.3 Implement particle lifetime management
- 43.4.1.4 Create particle physics (velocity, acceleration)
- 43.4.1.5 Implement particle rotation
- 43.4.1.6 Create particle size over lifetime
- 43.4.1.7 Implement particle color over lifetime
- 43.4.1.8 Create particle collision
- 43.4.1.9 Implement particle attraction/repulsion
- 43.4.1.10 Create particle curl noise
- 43.4.1.11 Implement particle trails
- 43.4.1.12 Create particle ribbons
- 43.4.1.13 Implement particle beams
- 43.4.1.14 Create particle mesh rendering
- 43.4.1.15 Implement particle LOD
43.4.2 VFX Graph#
- 43.4.2.1 Design node-based VFX editor
- 43.4.2.2 Implement spawn nodes
- 43.4.2.3 Create update nodes
- 43.4.2.4 Implement output nodes
- 43.4.2.5 Create operator nodes (math, logic)
- 43.4.2.6 Implement attribute nodes
- 43.4.2.7 Create event nodes
- 43.4.2.8 Implement subgraph support
- 43.4.2.9 Create VFX compilation
- 43.4.2.10 Implement VFX debugging
- 43.4.2.11 Create VFX profiling
- 43.4.2.12 Implement VFX hot-reload
- 43.4.2.13 Create VFX templates
- 43.4.2.14 Implement VFX versioning
- 43.4.2.15 Create VFX documentation
Phase 43 Summary — AI & Assets#
| Library | Section | Tasks |
|---|---|---|
| @neith/ai-runtime | 43.1 | 90 |
| @neith/assets | 43.2 | 75 |
| @neith/scene | 43.3 | 45 |
| @neith/particles | 43.4 | 30 |
| Phase 43 Total | 240 |
Phase 44: Neith Studio — Creative Tools Suite#
Professional creative tools for 3D, animation, audio, video, and procedural content.
44.1 @neith/sculptor — 3D Modeling Application#
Blender-class 3D modeling and sculpting.
44.1.1 Mesh Editing#
- 44.1.1.1 Implement vertex/edge/face selection
- 44.1.1.2 Create transform tools (move, rotate, scale)
- 44.1.1.3 Implement pivot point modes
- 44.1.1.4 Create snap and grid system
- 44.1.1.5 Implement extrude operations
- 44.1.1.6 Create inset/outset operations
- 44.1.1.7 Implement bevel operations
- 44.1.1.8 Create loop cut and slide
- 44.1.1.9 Implement knife tool
- 44.1.1.10 Create bridge edges/faces
- 44.1.1.11 Implement merge/weld vertices
- 44.1.1.12 Create fill and grid fill
- 44.1.1.13 Implement dissolve operations
- 44.1.1.14 Create edge slide
- 44.1.1.15 Implement vertex slide
44.1.2 Advanced Mesh Operations#
- 44.1.2.1 Implement subdivision surfaces
- 44.1.2.2 Create multiresolution modifier
- 44.1.2.3 Implement boolean operations (union, difference, intersect)
- 44.1.2.4 Create mesh cleanup tools
- 44.1.2.5 Implement mesh analysis (non-manifold, etc.)
- 44.1.2.6 Create symmetry tools
- 44.1.2.7 Implement mirroring
- 44.1.2.8 Create array modifier
- 44.1.2.9 Implement curve modifier
- 44.1.2.10 Create lattice deformation
- 44.1.2.11 Implement shrinkwrap
- 44.1.2.12 Create decimation
- 44.1.2.13 Implement remeshing
- 44.1.2.14 Create retopology tools
- 44.1.2.15 Implement mesh from curves
44.1.3 Sculpting#
- 44.1.3.1 Implement sculpt brush system
- 44.1.3.2 Create standard sculpt brushes (draw, clay, smooth, grab)
- 44.1.3.3 Implement brush pressure sensitivity
- 44.1.3.4 Create brush textures and alphas
- 44.1.3.5 Implement dynamic topology (dyntopo)
- 44.1.3.6 Create multires sculpting
- 44.1.3.7 Implement sculpt layers
- 44.1.3.8 Create masking tools
- 44.1.3.9 Implement face sets
- 44.1.3.10 Create trim and scrape brushes
- 44.1.3.11 Implement cloth sculpt brush
- 44.1.3.12 Create elastic deform
- 44.1.3.13 Implement pose brush
- 44.1.3.14 Create boundary brush
- 44.1.3.15 Implement sculpt symmetry
44.1.4 UV Mapping#
- 44.1.4.1 Implement UV unwrapping algorithms
- 44.1.4.2 Create UV projection methods
- 44.1.4.3 Implement UV editing tools
- 44.1.4.4 Create UV pack/layout
- 44.1.4.5 Implement UDIM support
- 44.1.4.6 Create UV seam editing
- 44.1.4.7 Implement UV pinning
- 44.1.4.8 Create UV relaxation
- 44.1.4.9 Implement UV symmetry
- 44.1.4.10 Create UV preview textures
- 44.1.4.11 Implement UV texel density
- 44.1.4.12 Create UV transfer
- 44.1.4.13 Implement UV validation
- 44.1.4.14 Create UV export
- 44.1.4.15 Implement UV baking integration
44.1.5 Materials & Texturing#
- 44.1.5.1 Implement material system integration
- 44.1.5.2 Create texture painting
- 44.1.5.3 Implement brush-based painting
- 44.1.5.4 Create layer-based painting
- 44.1.5.5 Implement mask painting
- 44.1.5.6 Create projection painting
- 44.1.5.7 Implement clone and smear
- 44.1.5.8 Create fill and gradient
- 44.1.5.9 Implement texture baking (AO, normals, etc.)
- 44.1.5.10 Create material preview
- 44.1.5.11 Implement material library
- 44.1.5.12 Create material import/export
- 44.1.5.13 Implement PBR material setup
- 44.1.5.14 Create procedural textures
- 44.1.5.15 Implement texture resolution management
44.1.6 Rendering#
- 44.1.6.1 Implement viewport rendering (real-time)
- 44.1.6.2 Create path-traced rendering
- 44.1.6.3 Implement render settings
- 44.1.6.4 Create camera setup
- 44.1.6.5 Implement lighting setup
- 44.1.6.6 Create environment maps
- 44.1.6.7 Implement render passes
- 44.1.6.8 Create compositing nodes
- 44.1.6.9 Implement batch rendering
- 44.1.6.10 Create turntable rendering
- 44.1.6.11 Implement render presets
- 44.1.6.12 Create render farm integration
- 44.1.6.13 Implement GPU rendering
- 44.1.6.14 Create denoising
- 44.1.6.15 Implement render analytics
44.2 @neith/animator — Animation Application#
Professional rigging and animation.
44.2.1 Rigging#
- 44.2.1.1 Implement armature/skeleton creation
- 44.2.1.2 Create bone editing tools
- 44.2.1.3 Implement bone constraints
- 44.2.1.4 Create IK chain setup
- 44.2.1.5 Implement FK/IK switching
- 44.2.1.6 Create control rig generation
- 44.2.1.7 Implement rig layers
- 44.2.1.8 Create custom bone shapes
- 44.2.1.9 Implement weight painting
- 44.2.1.10 Create automatic weights
- 44.2.1.11 Implement weight transfer
- 44.2.1.12 Create corrective blend shapes
- 44.2.1.13 Implement muscle system
- 44.2.1.14 Create rig presets (biped, quadruped)
- 44.2.1.15 Implement rig validation
44.2.2 Timeline#
- 44.2.2.1 Implement animation timeline
- 44.2.2.2 Create keyframe editing
- 44.2.2.3 Implement curve editor
- 44.2.2.4 Create dope sheet
- 44.2.2.5 Implement action editor
- 44.2.2.6 Create NLA (Non-Linear Animation)
- 44.2.2.7 Implement time stretching
- 44.2.2.8 Create animation layers
- 44.2.2.9 Implement pose library
- 44.2.2.10 Create animation markers
- 44.2.2.11 Implement animation events
- 44.2.2.12 Create preview playback
- 44.2.2.13 Implement ghost/onion skinning
- 44.2.2.14 Create motion paths
- 44.2.2.15 Implement timeline bookmarks
44.2.3 Motion Capture#
- 44.2.3.1 Implement MoCap import (BVH, FBX, C3D)
- 44.2.3.2 Create MoCap cleanup tools
- 44.2.3.3 Implement retargeting
- 44.2.3.4 Create foot locking
- 44.2.3.5 Implement motion smoothing
- 44.2.3.6 Create motion editing
- 44.2.3.7 Implement motion blending
- 44.2.3.8 Create motion time warping
- 44.2.3.9 Implement real-time MoCap preview
- 44.2.3.10 Create MoCap to keyframe conversion
- 44.2.3.11 Implement MoCap solving
- 44.2.3.12 Create marker tracking
- 44.2.3.13 Implement markerless MoCap integration
- 44.2.3.14 Create performance capture workflow
- 44.2.3.15 Implement MoCap library management
44.2.4 Facial Animation#
- 44.2.4.1 Implement facial rig creation
- 44.2.4.2 Create blend shape editor
- 44.2.4.3 Implement FACS rig
- 44.2.4.4 Create lip sync tools
- 44.2.4.5 Implement audio-driven animation
- 44.2.4.6 Create facial pose library
- 44.2.4.7 Implement facial layers
- 44.2.4.8 Create eye rig
- 44.2.4.9 Implement jaw rig
- 44.2.4.10 Create tongue and teeth
- 44.2.4.11 Implement facial performance capture
- 44.2.4.12 Create ARKit integration
- 44.2.4.13 Implement facial retargeting
- 44.2.4.14 Create emotion presets
- 44.2.4.15 Implement facial validation
44.3 @neith/composer — Digital Audio Workstation#
Professional DAW for music and sound design.
44.3.1 Audio Core#
- 44.3.1.1 Implement multi-track timeline
- 44.3.1.2 Create audio clip editing
- 44.3.1.3 Implement non-destructive editing
- 44.3.1.4 Create audio recording
- 44.3.1.5 Implement punch in/out
- 44.3.1.6 Create loop recording
- 44.3.1.7 Implement take management
- 44.3.1.8 Create time stretching
- 44.3.1.9 Implement pitch shifting
- 44.3.1.10 Create audio quantization
- 44.3.1.11 Implement crossfades
- 44.3.1.12 Create clip gain
- 44.3.1.13 Implement audio analysis
- 44.3.1.14 Create waveform display
- 44.3.1.15 Implement spectral display
44.3.2 Mixing Console#
- 44.3.2.1 Implement mixer channels
- 44.3.2.2 Create volume faders
- 44.3.2.3 Implement pan controls
- 44.3.2.4 Create mute/solo
- 44.3.2.5 Implement aux sends
- 44.3.2.6 Create bus routing
- 44.3.2.7 Implement groups
- 44.3.2.8 Create VCA faders
- 44.3.2.9 Implement metering (peak, RMS, LUFS)
- 44.3.2.10 Create automation
- 44.3.2.11 Implement mixer snapshots
- 44.3.2.12 Create channel strip
- 44.3.2.13 Implement insert effects
- 44.3.2.14 Create sidechain routing
- 44.3.2.15 Implement surround mixing
44.3.3 MIDI#
- 44.3.3.1 Implement MIDI recording
- 44.3.3.2 Create MIDI editing (piano roll)
- 44.3.3.3 Implement MIDI quantization
- 44.3.3.4 Create MIDI humanization
- 44.3.3.5 Implement MIDI CC automation
- 44.3.3.6 Create MIDI learn
- 44.3.3.7 Implement MIDI routing
- 44.3.3.8 Create MIDI effects
- 44.3.3.9 Implement MIDI file import/export
- 44.3.3.10 Create drum editor
- 44.3.3.11 Implement step sequencer
- 44.3.3.12 Create arpeggiator
- 44.3.3.13 Implement chord tools
- 44.3.3.14 Create scale tools
- 44.3.3.15 Implement MIDI hardware integration
44.3.4 Instruments & Synthesis#
- 44.3.4.1 Implement sampler instrument
- 44.3.4.2 Create subtractive synthesizer
- 44.3.4.3 Implement FM synthesizer
- 44.3.4.4 Create wavetable synthesizer
- 44.3.4.5 Implement granular synthesizer
- 44.3.4.6 Create drum machine
- 44.3.4.7 Implement sample library format
- 44.3.4.8 Create instrument browser
- 44.3.4.9 Implement multi-sampling
- 44.3.4.10 Create round-robin and velocity layers
- 44.3.4.11 Implement modulation matrix
- 44.3.4.12 Create envelope generators
- 44.3.4.13 Implement LFOs
- 44.3.4.14 Create filter types
- 44.3.4.15 Implement instrument presets
44.3.5 Spatial Audio Authoring#
- 44.3.5.1 Implement 3D panner
- 44.3.5.2 Create ambisonics encoding
- 44.3.5.3 Implement binaural monitoring
- 44.3.5.4 Create spatial reverb placement
- 44.3.5.5 Implement object-based audio
- 44.3.5.6 Create Dolby Atmos authoring
- 44.3.5.7 Implement game audio authoring
- 44.3.5.8 Create audio middleware export (Wwise, FMOD format)
- 44.3.5.9 Implement VR audio preview
- 44.3.5.10 Create distance attenuation curves
- 44.3.5.11 Implement occlusion authoring
- 44.3.5.12 Create reverb zone authoring
- 44.3.5.13 Implement audio event system
- 44.3.5.14 Create audio state machine
- 44.3.5.15 Implement audio parameter system
44.4 @neith/cutter — Video Editing Application#
Professional video editing and color grading.
44.4.1 Timeline#
- 44.4.1.1 Implement video timeline
- 44.4.1.2 Create clip editing (cut, trim, split)
- 44.4.1.3 Implement multiple video tracks
- 44.4.1.4 Create audio track separation
- 44.4.1.5 Implement markers and regions
- 44.4.1.6 Create in/out points
- 44.4.1.7 Implement timeline zoom and navigation
- 44.4.1.8 Create playhead snapping
- 44.4.1.9 Implement ripple and roll editing
- 44.4.1.10 Create slip and slide editing
- 44.4.1.11 Implement multicam editing
- 44.4.1.12 Create nested sequences
- 44.4.1.13 Implement proxy workflow
- 44.4.1.14 Create timeline presets
- 44.4.1.15 Implement keyboard-driven editing
44.4.2 Video Effects#
- 44.4.2.1 Implement video transitions
- 44.4.2.2 Create transform effects
- 44.4.2.3 Implement color correction
- 44.4.2.4 Create blur and sharpen
- 44.4.2.5 Implement chroma key (green screen)
- 44.4.2.6 Create masking and rotoscoping
- 44.4.2.7 Implement motion tracking
- 44.4.2.8 Create stabilization
- 44.4.2.9 Implement speed ramping
- 44.4.2.10 Create time remapping
- 44.4.2.11 Implement frame interpolation
- 44.4.2.12 Create noise reduction
- 44.4.2.13 Implement lens correction
- 44.4.2.14 Create effect presets
- 44.4.2.15 Implement GPU-accelerated effects
44.4.3 Color Grading#
- 44.4.3.1 Implement color wheels (lift/gamma/gain)
- 44.4.3.2 Create curves adjustment
- 44.4.3.3 Implement color match
- 44.4.3.4 Create LUT support
- 44.4.3.5 Implement HDR grading
- 44.4.3.6 Create scopes (waveform, vectorscope, histogram)
- 44.4.3.7 Implement primary correction
- 44.4.3.8 Create secondary correction
- 44.4.3.9 Implement power windows
- 44.4.3.10 Create qualifier-based selection
- 44.4.3.11 Implement node-based grading
- 44.4.3.12 Create grade presets
- 44.4.3.13 Implement color space management
- 44.4.3.14 Create grade copying
- 44.4.3.15 Implement broadcast safe
44.4.4 Export#
- 44.4.4.1 Implement H.264 export
- 44.4.4.2 Create H.265/HEVC export
- 44.4.4.3 Implement ProRes export
- 44.4.4.4 Create DNxHD/HR export
- 44.4.4.5 Implement VP9/AV1 export
- 44.4.4.6 Create image sequence export
- 44.4.4.7 Implement audio-only export
- 44.4.4.8 Create preset-based export
- 44.4.4.9 Implement batch export
- 44.4.4.10 Create watch folder
- 44.4.4.11 Implement background rendering
- 44.4.4.12 Create GPU-accelerated encoding
- 44.4.4.13 Implement format validation
- 44.4.4.14 Create delivery presets
- 44.4.4.15 Implement export analytics
44.5 @neith/weaver — Procedural Content Tool#
Node-based procedural content generation.
44.5.1 Node Graph System#
- 44.5.1.1 Implement node graph editor
- 44.5.1.2 Create node types (input, operator, output)
- 44.5.1.3 Implement node connections
- 44.5.1.4 Create node parameters
- 44.5.1.5 Implement parameter linking
- 44.5.1.6 Create node groups/subgraphs
- 44.5.1.7 Implement node presets
- 44.5.1.8 Create node search
- 44.5.1.9 Implement node documentation
- 44.5.1.10 Create graph execution
- 44.5.1.11 Implement caching
- 44.5.1.12 Create incremental updates
- 44.5.1.13 Implement graph debugging
- 44.5.1.14 Create graph profiling
- 44.5.1.15 Implement graph serialization
44.5.2 Geometry Nodes#
- 44.5.2.1 Implement primitive generation nodes
- 44.5.2.2 Create mesh deformation nodes
- 44.5.2.3 Implement mesh boolean nodes
- 44.5.2.4 Create point distribution nodes
- 44.5.2.5 Implement instance scattering nodes
- 44.5.2.6 Create curve generation nodes
- 44.5.2.7 Implement curve deformation nodes
- 44.5.2.8 Create mesh from curves
- 44.5.2.9 Implement attribute nodes
- 44.5.2.10 Create selection nodes
- 44.5.2.11 Implement simulation nodes
- 44.5.2.12 Create geometry output nodes
- 44.5.2.13 Implement LOD generation nodes
- 44.5.2.14 Create UV generation nodes
- 44.5.2.15 Implement material assignment nodes
44.5.3 Terrain Generation#
- 44.5.3.1 Implement heightmap nodes
- 44.5.3.2 Create noise generation nodes
- 44.5.3.3 Implement erosion nodes
- 44.5.3.4 Create terrain features nodes
- 44.5.3.5 Implement biome nodes
- 44.5.3.6 Create vegetation placement nodes
- 44.5.3.7 Implement road generation nodes
- 44.5.3.8 Create river generation nodes
- 44.5.3.9 Implement cliff generation nodes
- 44.5.3.10 Create cave generation nodes
- 44.5.3.11 Implement terrain texturing nodes
- 44.5.3.12 Create terrain export nodes
- 44.5.3.13 Implement terrain LOD nodes
- 44.5.3.14 Create terrain streaming nodes
- 44.5.3.15 Implement real-world data nodes
44.5.4 Building Generation#
- 44.5.4.1 Implement building envelope nodes
- 44.5.4.2 Create facade generation nodes
- 44.5.4.3 Implement window placement nodes
- 44.5.4.4 Create door placement nodes
- 44.5.4.5 Implement roof generation nodes
- 44.5.4.6 Create interior generation nodes
- 44.5.4.7 Implement furniture placement nodes
- 44.5.4.8 Create architectural style nodes
- 44.5.4.9 Implement building LOD nodes
- 44.5.4.10 Create building export nodes
- 44.5.4.11 Implement city block nodes
- 44.5.4.12 Create road network nodes
- 44.5.4.13 Implement zoning nodes
- 44.5.4.14 Create infrastructure nodes
- 44.5.4.15 Implement city export nodes
Phase 44 Summary — Neith Studio#
| Library | Section | Tasks |
|---|---|---|
| @neith/sculptor | 44.1 | 90 |
| @neith/animator | 44.2 | 60 |
| @neith/composer | 44.3 | 75 |
| @neith/cutter | 44.4 | 60 |
| @neith/weaver | 44.5 | 60 |
| Phase 44 Total | 345 |
Phase 45: Neith Operating Systems#
@neith/linux - Desktop Operating System (NixOS-based)#
Core Distribution Infrastructure#
- Fork NixOS stable branch and establish Neith Linux base
- Create custom Nix flake structure for Neith packages
- Implement Neith package repository (nixpkgs overlay)
- Build custom Linux kernel with Neith-specific patches
- Implement kernel configuration optimized for creative workloads
- Add custom scheduler patches for real-time audio/video
- Integrate PREEMPT_RT patches for low-latency operation
- Add custom memory management for large creative assets
- Implement kernel-level GPU scheduling enhancements
- Create custom initramfs with Neith boot splash
- Build reproducible ISO generation pipeline
- Implement A/B partition scheme for atomic updates
- Create rollback mechanism for failed updates
- Build delta update system for bandwidth efficiency
- Implement secure boot chain with custom keys
Desktop Environment#
- Create Neith Shell - custom Wayland compositor
- Implement GPU-accelerated window management
- Build custom window decoration rendering
- Create fractional scaling support (100%-400%)
- Implement HDR desktop composition
- Build wide color gamut display support
- Create variable refresh rate desktop support
- Implement multi-monitor hot-plug handling
- Build per-monitor scaling and color profiles
- Create virtual desktop system with 3D transitions
- Implement window tiling engine with zones
- Build floating window layer system
- Create picture-in-picture mode for any window
- Implement window grouping and tabbing
- Build session save/restore system
System Services#
- Create Neith Services Manager (systemd integration)
- Implement service dependency resolution
- Build socket activation for on-demand services
- Create resource cgroup management
- Implement service sandboxing with namespaces
- Build automatic service restart policies
- Create health check monitoring system
- Implement service resource limits
- Build inter-service communication bus
- Create log aggregation and rotation
- Implement journal persistence and search
- Build metrics collection from services
- Create alerting system for service failures
- Implement scheduled task management
- Build one-shot and timer-based services
Audio Subsystem#
- Create Neith Audio Server (PipeWire fork/integration)
- Implement professional audio routing matrix
- Build JACK compatibility layer
- Create PulseAudio compatibility layer
- Implement ALSA compatibility layer
- Build low-latency audio path (<3ms round-trip)
- Create sample rate conversion engine
- Implement format conversion pipeline
- Build audio device hot-plug handling
- Create virtual audio devices
- Implement audio loopback capture
- Build application audio isolation
- Create per-application volume control
- Implement audio ducking policies
- Build spatial audio for desktop
- Create MIDI routing and virtual ports
- Implement audio effect plugin hosting (LV2/VST3)
- Build network audio streaming (AES67)
- Create Bluetooth audio optimization
- Implement USB audio class compliance
Graphics Subsystem#
- Create Neith Display Server core
- Implement DRM/KMS direct rendering
- Build GPU memory management
- Create multi-GPU rendering support
- Implement GPU hot-plug handling
- Build render offloading between GPUs
- Create PRIME synchronization
- Implement frame pacing algorithms
- Build VRR/FreeSync/G-Sync support
- Create color management system (ICC v4)
- Implement display calibration tools
- Build HDR tone mapping engine
- Create screen recording infrastructure
- Implement screenshot system
- Build remote desktop server
- Create hardware cursor support
- Implement touchpad gesture recognition
- Build drawing tablet support (full pressure/tilt)
- Create multi-touch gesture system
- Implement eye tracking integration
File System & Storage#
- Implement Btrfs as default filesystem
- Create automatic snapshot system
- Build snapshot browsing interface
- Implement transparent compression (zstd)
- Create deduplication for user data
- Build RAID configuration tools
- Implement scrubbing scheduler
- Create quota management
- Build subvolume organization scheme
- Implement send/receive for backups
- Create ZFS support module
- Build encrypted home directories
- Implement LUKS2 full disk encryption
- Create TPM-backed encryption keys
- Build network filesystem clients (NFS, SMB, SSHFS)
- Implement cloud storage integration
- Create asset library mounting system
- Build project file indexing
- Implement content-addressable cache
- Create smart tiered storage
Network Stack#
- Implement NetworkManager integration
- Create connection profiles system
- Build VPN integration (WireGuard native)
- Implement OpenVPN compatibility
- Create firewall management (nftables)
- Build network bridge configuration
- Implement VLAN support
- Create bonding/teaming interfaces
- Build network namespace management
- Implement DNS management (systemd-resolved)
- Create local DNS cache
- Build split DNS for VPNs
- Implement mDNS/DNS-SD
- Create network discovery service
- Build bandwidth monitoring
- Implement traffic shaping
- Create network diagnostics tools
- Build WiFi 6E/7 optimization
- Implement Bluetooth management
- Create mobile broadband support
Security Framework#
- Implement SELinux policy for Neith
- Create AppArmor profiles for applications
- Build Seccomp filter generation
- Implement Landlock for application sandboxing
- Create capability-based security model
- Build verified boot chain
- Implement secure boot enrollment
- Create UEFI firmware update system
- Build TPM attestation
- Implement measured boot
- Create integrity measurement architecture
- Build audit logging system
- Implement compliance reporting
- Create security scanner integration
- Build vulnerability database updates
- Implement automatic security patches
- Create user account security policies
- Build password policy enforcement
- Implement 2FA/FIDO2 support
- Create biometric authentication (fingerprint)
Package Management#
- Create Neith Package Manager CLI
- Implement declarative system configuration
- Build generation management
- Create garbage collection system
- Implement binary cache system
- Build local binary cache server
- Create package signing infrastructure
- Implement reproducible builds verification
- Build source-based fallback compilation
- Create cross-compilation support
- Implement overlay package system
- Build development environments (nix-shell)
- Create flake templates for projects
- Implement home-manager integration
- Build dotfile management
- Create application profile management
- Implement portable application format
- Build Flatpak compatibility layer
- Create AppImage support
- Implement legacy binary compatibility
System Configuration#
- Create Neith Control Center application
- Implement display settings panel
- Build sound settings panel
- Create network settings panel
- Implement Bluetooth settings panel
- Build power management settings
- Create user account settings
- Implement privacy settings panel
- Build accessibility settings
- Create keyboard/input settings
- Implement mouse/touchpad settings
- Build language/region settings
- Create date/time settings
- Implement notification settings
- Build default applications settings
- Create file associations manager
- Implement startup applications
- Build about/system info panel
- Create developer options panel
- Implement advanced settings access
Creative Workflow Integration#
- Create project workspace management
- Implement asset library integration
- Build cloud sync for projects
- Create collaboration status indicators
- Implement render farm integration
- Build background task monitoring
- Create resource usage overlay
- Implement GPU utilization display
- Build VRAM monitoring
- Create disk I/O monitoring
- Implement network throughput display
- Build thermal monitoring
- Create performance mode switching
- Implement power profile management
- Build scheduled task system for renders
- Create batch processing queue
- Implement priority management
- Build resource reservation system
- Create multi-user workstation support
- Implement remote creative session
Installation & Recovery#
- Create graphical installer
- Implement disk partitioning wizard
- Build encryption setup wizard
- Create dual-boot configuration
- Implement migration assistant
- Build system cloning tool
- Create recovery partition
- Implement factory reset capability
- Build diagnostic boot mode
- Create memory test integration
- Implement hardware compatibility check
- Build driver detection system
- Create post-install setup wizard
- Implement first-run experience
- Build tour/tutorial system
@neith/android - Mobile Operating System (AOSP Fork)#
Core System Fork#
- Fork AOSP mainline branch
- Create Neith Android manifest repository
- Implement vendor-neutral hardware abstraction
- Build generic system image (GSI)
- Create device tree template
- Implement kernel configuration baseline
- Build GKI (Generic Kernel Image) support
- Create vendor module framework
- Implement Treble compatibility layer
- Build OTA update infrastructure
- Create A/B partition support
- Implement virtual A/B for space efficiency
- Build rollback protection
- Create verified boot implementation
- Implement bootloader unlock policy
System UI Customization#
- Create Neith Launcher application
- Implement custom home screen engine
- Build widget framework enhancements
- Create app drawer customization
- Implement gesture navigation system
- Build custom quick settings tiles
- Create notification panel redesign
- Implement always-on display
- Build custom lock screen
- Create theming engine
- Implement Material You dynamic colors
- Build custom icon pack support
- Create font customization
- Implement display color modes
- Build blue light filter
- Create one-handed mode
- Implement split screen enhancements
- Build floating window support
- Create desktop mode (DeX-like)
- Implement external display support
Privacy & Security Enhancements#
- Implement enhanced permission manager
- Create per-app permission profiles
- Build location privacy controls
- Implement approximate location option
- Create camera/microphone indicators
- Build clipboard access notifications
- Implement background activity restrictions
- Create app standby buckets tuning
- Build battery optimization controls
- Implement data usage controls
- Create firewall per-app rules
- Build VPN always-on enforcement
- Implement DNS-over-HTTPS/TLS
- Create private DNS configuration
- Build tracker blocking
- Implement ad blocking at system level
- Create app isolation profiles
- Build work profile enhancements
- Implement guest mode improvements
- Create secure folder functionality
Performance Optimization#
- Implement ZRAM configuration optimization
- Create memory management tuning
- Build process priority management
- Implement CPU frequency scaling
- Create thermal throttling configuration
- Build GPU performance modes
- Implement game mode optimizations
- Create battery saver enhancements
- Build charging optimization
- Implement fast charging protocols
- Create storage optimization
- Build app hibernation
- Implement unused app cleanup
- Create cache management
- Build database optimization
- Implement filesystem trim scheduling
- Create I/O scheduler selection
- Build memory compression tuning
- Implement swap configuration
- Create performance profiling tools
Creative Applications Support#
- Implement Vulkan 1.3 driver requirements
- Create OpenGL ES 3.2 compliance
- Build OpenCL support
- Implement RenderScript deprecation path
- Create Neural Networks API optimization
- Build GPU compute acceleration
- Implement external GPU support (USB-C)
- Create stylus/pen optimization
- Build pressure sensitivity calibration
- Implement tilt sensing
- Create palm rejection tuning
- Build hover detection
- Implement low-latency pen input
- Create drawing tablet connection
- Build professional color management
- Implement wide gamut support
- Create HDR display support
- Build ProRAW camera support
- Implement 10-bit video recording
- Create professional audio routing
Hardware Abstraction#
- Create Camera HAL implementation
- Implement multi-camera support
- Build manual camera controls
- Create RAW capture support
- Implement video stabilization
- Build Audio HAL optimization
- Create USB audio support
- Implement Bluetooth audio codecs (LDAC, aptX)
- Build spatial audio support
- Create Sensors HAL integration
- Implement accelerometer calibration
- Build gyroscope optimization
- Create magnetometer calibration
- Implement barometer support
- Build proximity sensor tuning
- Create light sensor calibration
- Implement fingerprint HAL
- Build face unlock HAL
- Create NFC HAL integration
- Implement UWB support
Connectivity#
- Implement WiFi HAL optimization
- Create WiFi 6E/7 support
- Build WiFi Direct optimization
- Implement Miracast enhancements
- Create Bluetooth HAL improvements
- Build Bluetooth LE Audio
- Implement Auracast support
- Create mobile network optimization
- Build 5G SA/NSA support
- Implement carrier aggregation
- Create VoLTE/VoWiFi support
- Build RCS messaging support
- Implement eSIM management
- Create dual SIM optimization
- Build network slicing support
- Implement satellite connectivity prep
- Create mesh networking
- Build device-to-device communication
- Implement nearby share enhancement
- Create cross-device clipboard
Build & Release#
- Create CI/CD pipeline for builds
- Implement nightly build system
- Build beta channel infrastructure
- Create stable release process
- Implement security patch integration
- Build vendor security patch process
- Create kernel security updates
- Implement binary blob management
- Build firmware update system
- Create bootloader update mechanism
- Implement modem firmware updates
- Build DSP firmware updates
- Create signing infrastructure
- Implement key management
- Build release verification
- Create device certification process
- Implement GMS compatibility (optional)
- Build microG integration option
- Create Play Store alternative
- Implement F-Droid integration
@neith/vr-os - Virtual Reality Operating System#
VR Runtime Core#
- Create OpenXR runtime implementation
- Implement session management
- Build action system
- Create reference space types
- Implement view configuration
- Build swapchain management
- Create frame timing system
- Implement compositor integration
- Build reprojection system (ASW/ATW)
- Create motion smoothing
- Implement space warp technology
- Build fixed foveated rendering support
- Create eye-tracked foveated rendering
- Implement dynamic resolution scaling
- Build frame interpolation
- Create latency optimization
- Implement prediction algorithms
- Build late-stage reprojection
- Create multi-layer composition
- Implement passthrough integration
Input System#
- Create controller tracking system
- Implement 6DOF controller tracking
- Build hand tracking system
- Create gesture recognition
- Implement finger tracking
- Build haptic feedback system
- Create HD haptics support
- Implement force feedback
- Build eye tracking integration
- Create gaze interaction
- Implement voice input
- Build body tracking support
- Create full body tracking
- Implement facial expression tracking
- Build lip tracking
- Create mixed reality input
- Implement environment understanding
- Build surface detection
- Create object recognition
- Implement spatial anchors
Display System#
- Create lens distortion correction
- Implement chromatic aberration correction
- Build pupil swim correction
- Create IPD adjustment system
- Implement canted display support
- Build display calibration system
- Create color calibration
- Implement brightness control
- Build HDR rendering support
- Create local dimming support
- Implement varifocal display support
- Build accommodation-vergence fix
- Create pancake lens optimization
- Implement micro-OLED support
- Build microLED support
- Create display persistence control
- Implement black frame insertion
- Build rolling scan support
- Create low persistence modes
- Implement brightness uniformity correction
Tracking System#
- Create inside-out tracking system
- Implement SLAM algorithm
- Build visual-inertial odometry
- Create sensor fusion
- Implement camera calibration
- Build tracking quality indicators
- Create tracking recovery system
- Implement environment mapping
- Build 3D reconstruction
- Create depth estimation
- Implement marker tracking
- Build QR code tracking
- Create image target tracking
- Implement external tracker support
- Build lighthouse compatibility
- Create constellation tracking
- Implement magnetic tracking
- Build acoustic tracking
- Create hybrid tracking fusion
- Implement tracking prediction
Guardian System#
- Create boundary definition system
- Implement stationary boundary
- Build room-scale boundary
- Create passthrough boundary
- Implement boundary visualization
- Build collision warnings
- Create proximity alerts
- Implement fade-to-passthrough
- Build automatic boundary detection
- Create furniture detection
- Implement pet/people detection
- Build ceiling detection
- Create floor level tracking
- Implement multi-room support
- Build boundary sharing
- Create custom boundary shapes
- Implement boundary persistence
- Build boundary override for experienced users
- Create developer boundary controls
- Implement accessibility boundary options
Mixed Reality#
- Create passthrough rendering pipeline
- Implement color passthrough
- Build depth-corrected passthrough
- Create passthrough overlay system
- Implement occlusion handling
- Build real-world lighting estimation
- Create shadow casting on real surfaces
- Implement spatial mapping
- Build mesh generation
- Create plane detection
- Implement semantic understanding
- Build furniture recognition
- Create scene persistence
- Implement shared spatial anchors
- Build multi-user AR alignment
- Create marker-based alignment
- Implement cloud anchors
- Build geospatial anchors
- Create indoor positioning
- Implement outdoor AR
Audio System#
- Create spatial audio renderer
- Implement HRTF processing
- Build personalized HRTF
- Create room acoustics simulation
- Implement reverb modeling
- Build early reflections
- Create late reverberation
- Implement occlusion/obstruction
- Build material absorption
- Create Doppler effect
- Implement source directivity
- Build binaural rendering
- Create Ambisonics support
- Implement object-based audio
- Build audio propagation
- Create dynamic audio zones
- Implement voice chat processing
- Build echo cancellation
- Create noise suppression
- Implement voice spatialization
Social Platform#
- Create avatar system
- Implement avatar customization
- Build avatar animation
- Create avatar expression mapping
- Implement avatar body tracking
- Build avatar clothing system
- Create avatar accessories
- Implement social presence indicators
- Build friend system
- Create party/group system
- Implement voice channels
- Build text chat system
- Create gesture communication
- Implement personal space system
- Build harassment prevention
- Create content moderation
- Implement reporting system
- Build parental controls
- Create age verification
- Implement privacy zones
Application Framework#
- Create VR application lifecycle
- Implement focus handling
- Build overlay application support
- Create system UI overlay
- Implement notification system
- Build keyboard input
- Create virtual keyboard
- Implement physical keyboard tracking
- Build web browser integration
- Create flat app virtualization
- Implement 2D app windowing
- Build multi-tasking environment
- Create home environment
- Implement environment customization
- Build skybox system
- Create lighting environment
- Implement object placement
- Build world persistence
- Create application launcher
- Implement quick actions
@neith/embedded - Embedded & IoT Operating System#
Core RTOS Foundation#
- Create real-time kernel core
- Implement preemptive scheduler
- Build priority inheritance
- Create deadline scheduler
- Implement rate monotonic scheduling
- Build earliest deadline first
- Create interrupt handling
- Implement nested interrupts
- Build ISR optimization
- Create context switching
- Implement thread management
- Build thread pools
- Create task creation/deletion
- Implement stack management
- Build stack overflow detection
- Create memory protection unit (MPU)
- Implement memory pools
- Build static memory allocation
- Create dynamic memory with determinism
- Implement memory defragmentation
Synchronization Primitives#
- Create mutex implementation
- Implement priority ceiling protocol
- Build binary semaphores
- Create counting semaphores
- Implement message queues
- Build mailboxes
- Create event flags
- Implement condition variables
- Build barriers
- Create reader-writer locks
- Implement spinlocks
- Build lock-free structures
- Create wait-free algorithms
- Implement atomic operations
- Build memory barriers
- Create inter-core communication
- Implement shared memory regions
- Build remote procedure calls
- Create inter-processor interrupts
- Implement cache coherency
Hardware Abstraction Layer#
- Create GPIO abstraction
- Implement interrupt controller
- Build timer abstraction
- Create PWM interface
- Implement ADC abstraction
- Build DAC interface
- Create UART driver framework
- Implement SPI abstraction
- Build I2C abstraction
- Create I2S audio interface
- Implement USB device stack
- Build USB host stack
- Create CAN bus driver
- Implement LIN bus support
- Build Ethernet MAC driver
- Create WiFi driver framework
- Implement Bluetooth stack
- Build BLE abstraction
- Create LoRa driver
- Implement Zigbee stack
Networking Stack#
- Create lightweight TCP/IP stack
- Implement IPv4 support
- Build IPv6 support
- Create UDP implementation
- Implement TCP with congestion control
- Build DHCP client
- Create DNS resolver
- Implement mDNS responder
- Build CoAP implementation
- Create MQTT client
- Implement MQTT-SN for constrained
- Build HTTP client
- Create HTTPS with mbedTLS
- Implement WebSocket client
- Build LwM2M client
- Create Thread protocol
- Implement Matter protocol
- Build Bluetooth Mesh
- Create LoRaWAN stack
- Implement Zigbee 3.0
File System#
- Create flash file system
- Implement wear leveling
- Build bad block management
- Create power-loss resilience
- Implement LittleFS support
- Build SPIFFS support
- Create FAT filesystem
- Implement exFAT support
- Build SD card support
- Create eMMC support
- Implement NOR flash driver
- Build NAND flash driver
- Create QSPI flash support
- Implement file caching
- Build directory operations
- Create file locking
- Implement journaling
- Build filesystem checking
- Create encryption layer
- Implement compression
Security Framework#
- Create secure boot chain
- Implement boot verification
- Build firmware signing
- Create key management
- Implement hardware security module
- Build TrustZone support
- Create secure enclave
- Implement secure storage
- Build attestation
- Create device identity
- Implement certificate management
- Build TLS 1.3 support
- Create DTLS support
- Implement secure OTA updates
- Build firmware rollback protection
- Create debug authentication
- Implement fault injection protection
- Build side-channel mitigations
- Create memory encryption
- Implement access control
Power Management#
- Create power state machine
- Implement sleep modes
- Build deep sleep support
- Create standby mode
- Implement shutdown handling
- Build wake sources
- Create RTC wake
- Implement GPIO wake
- Build wireless wake
- Create power domains
- Implement voltage scaling
- Build frequency scaling
- Create peripheral power control
- Implement idle task optimization
- Build tickless idle
- Create power profiling
- Implement energy harvesting support
- Build battery management
- Create charging control
- Implement power budgeting
Sensor Framework#
- Create sensor abstraction layer
- Implement sensor fusion
- Build IMU processing
- Create accelerometer driver
- Implement gyroscope driver
- Build magnetometer driver
- Create barometer driver
- Implement temperature sensor
- Build humidity sensor
- Create light sensor driver
- Implement proximity sensor
- Build gesture sensor
- Create heart rate sensor
- Implement SpO2 sensor
- Build GPS receiver
- Create ultrasonic sensor
- Implement lidar driver
- Build radar sensor
- Create camera interface
- Implement microphone array
Device Management#
- Create device provisioning
- Implement zero-touch setup
- Build QR code provisioning
- Create BLE provisioning
- Implement WiFi provisioning
- Build device twin
- Create property management
- Implement command handling
- Build telemetry reporting
- Create remote configuration
- Implement feature flags
- Build A/B testing
- Create diagnostics
- Implement crash reporting
- Build log collection
- Create metrics aggregation
- Implement health monitoring
- Build watchdog integration
- Create remote reboot
- Implement factory reset
Phase 46: Neith Browser (Servo-based)#
@neith/browser-engine - Browser Engine Core#
Servo Fork & Integration#
- Fork Servo browser engine
- Create Neith Browser project structure
- Implement build system integration with Nx
- Build CI/CD pipeline for browser
- Create cross-platform build configurations
- Implement Linux build target
- Build Windows build target
- Create macOS build target
- Implement Android build target
- Build iOS build target (WebKit fallback)
- Create WebAssembly build target
- Implement release signing infrastructure
- Build update server infrastructure
- Create crash reporting system
- Implement telemetry system (opt-in)
Rendering Engine#
- Implement WebRender integration
- Create GPU-accelerated compositing
- Build retained-mode rendering
- Implement display list optimization
- Create tile-based rendering
- Build texture atlas management
- Implement glyph caching
- Create image caching system
- Build video decoding pipeline
- Implement hardware video decode
- Create AV1 decoder integration
- Build VP9 decoder
- Implement H.264/H.265 decode
- Create WebCodecs implementation
- Build HDR video rendering
- Implement wide color gamut
- Create ICC color management
- Build subpixel text rendering
- Implement variable font support
- Create emoji rendering system
Layout Engine#
- Implement CSS Grid layout
- Create CSS Flexbox layout
- Build CSS Subgrid support
- Implement Container Queries
- Create CSS Cascade Layers
- Build @scope support
- Implement CSS Nesting
- Create has() selector
- Build :where() and :is()
- Implement CSS Custom Properties
- Create @property support
- Build CSS Houdini APIs
- Implement Paint Worklet
- Create Layout Worklet
- Build Animation Worklet
- Implement Typed OM
- Create CSS Parser performance
- Build style recalculation optimization
- Implement incremental layout
- Create layout caching
JavaScript Engine Integration#
- Integrate SpiderMonkey engine
- Implement JIT compilation
- Create baseline JIT
- Build optimizing JIT
- Implement WebAssembly support
- Create WASM SIMD
- Build WASM threads
- Implement WASM GC
- Create WASM exceptions
- Build WASM tail calls
- Implement memory64
- Create component model prep
- Build JavaScript modules
- Implement import maps
- Create top-level await
- Build WeakRef support
- Implement FinalizationRegistry
- Create Temporal API
- Build Intl improvements
- Implement decorators
Web Platform APIs#
- Implement DOM manipulation
- Create mutation observers
- Build custom elements
- Implement shadow DOM
- Create declarative shadow DOM
- Build template instantiation
- Implement slots mechanism
- Create adoptedStyleSheets
- Build constructable stylesheets
- Implement Fetch API
- Create streaming responses
- Build upload streaming
- Implement Service Workers
- Create worklet support
- Build shared workers
- Implement dedicated workers
- Create worker modules
- Build transferable streams
- Implement broadcast channel
- Create message ports
WebGL & WebGPU#
- Implement WebGL 2.0
- Create ANGLE integration
- Build shader compilation
- Implement WebGPU standard
- Create wgpu integration
- Build shader translation (WGSL)
- Implement compute shaders
- Create render bundles
- Build pipeline caching
- Implement timestamp queries
- Create indirect drawing
- Build multi-draw indirect
- Implement storage textures
- Create read-write storage
- Build texture compression
- Implement ASTC support
- Create BC format support
- Build ETC2 support
- Implement canvas integration
- Create OffscreenCanvas
Media APIs#
- Implement HTMLMediaElement
- Create Media Source Extensions
- Build Encrypted Media Extensions
- Implement MediaStream API
- Create getUserMedia
- Build screen capture
- Implement MediaRecorder
- Create audio worklet
- Build Web Audio API
- Implement Audio Context
- Create oscillator nodes
- Build filter nodes
- Implement analyser nodes
- Create convolver node
- Build panner node (spatial)
- Implement HRTF panning
- Create Web MIDI API
- Build picture-in-picture
- Implement Media Session
- Create audio output devices
Network Stack#
- Implement HTTP/2 support
- Create HTTP/3 (QUIC) support
- Build connection pooling
- Implement priority scheduling
- Create preconnect hints
- Build prefetch mechanism
- Implement preload scanner
- Create speculative parsing
- Build DNS prefetching
- Implement DoH/DoT
- Create Encrypted Client Hello
- Build certificate verification
- Implement OCSP stapling
- Create CT verification
- Build HSTS preload
- Implement Expect-CT
- Create CSP implementation
- Build CORS handling
- Implement cookies
- Create SameSite enforcement
Storage APIs#
- Implement IndexedDB
- Create IDB optimization
- Build transaction handling
- Implement Web Storage
- Create localStorage
- Build sessionStorage
- Implement Cache API
- Create cache storage
- Build origin private file system
- Implement File System Access
- Create file handles
- Build directory handles
- Implement write streams
- Create sync access handles
- Build storage quota management
- Implement storage persistence
- Create storage buckets
- Build blob storage
- Implement file reader
- Create file writer
@neith/browser-shell - Browser Application Shell#
User Interface#
- Create tabbed browsing interface
- Implement tab management
- Build tab groups
- Create vertical tabs option
- Implement tab preview
- Build tab search
- Create tab memory management
- Implement tab discarding
- Build tab restore
- Create session management
- Implement address bar (omnibox)
- Build URL autocomplete
- Create search suggestions
- Implement history search
- Build bookmark search
- Create open tab search
- Implement navigation buttons
- Build progress indicator
- Create loading states
- Implement site information
Bookmarks & History#
- Create bookmark manager
- Implement bookmark folders
- Build bookmark tags
- Create bookmark sync
- Implement bookmark import/export
- Build bookmark search
- Create bookmark bar
- Implement quick access
- Build history manager
- Create history search
- Implement history sync
- Build history cleanup
- Create visit frequency tracking
- Implement form autofill history
- Build download history
- Create most visited
- Implement recent tabs
- Build session history
- Create timeline view
- Implement history export
Privacy & Security#
- Implement private browsing mode
- Create tracking protection
- Build fingerprint protection
- Implement cookie controls
- Create third-party cookie blocking
- Build storage partitioning
- Implement bounce tracking protection
- Create referrer policy
- Build permission manager
- Implement site permissions
- Create permission prompts
- Build dangerous site warnings
- Implement phishing protection
- Create malware protection
- Build download scanning
- Implement HTTPS-only mode
- Create mixed content blocking
- Build certificate warnings
- Implement password manager
- Create breach monitoring
Developer Tools#
- Create Elements inspector
- Implement DOM tree view
- Build style editor
- Create computed styles
- Implement box model viewer
- Build accessibility inspector
- Create Console panel
- Implement JS console
- Build console API
- Create log filtering
- Implement Network panel
- Build request inspection
- Create response viewing
- Implement timing breakdown
- Build WebSocket inspection
- Create Performance panel
- Implement flame chart
- Build memory profiling
- Create CPU profiling
- Implement Application panel
Extension System#
- Create extension API framework
- Implement WebExtensions API
- Build content scripts
- Create background scripts
- Implement popup pages
- Build options pages
- Create extension storage
- Implement messaging API
- Build native messaging
- Create tabs API
- Implement bookmarks API
- Build history API
- Create cookies API
- Implement webRequest API
- Build webNavigation API
- Create notifications API
- Implement contextMenus API
- Build commands API
- Create extension management
- Implement extension store
Sync & Account#
- Create account system
- Implement authentication
- Build profile management
- Create bookmark sync
- Implement history sync
- Build password sync
- Create settings sync
- Implement extension sync
- Build tab sync
- Create open tabs sync
- Implement form data sync
- Build theme sync
- Create device management
- Implement sync encryption
- Build conflict resolution
- Create sync status
- Implement selective sync
- Build sync diagnostics
- Create data export
- Implement account deletion
Performance Optimization#
- Implement process isolation
- Create site isolation
- Build process per tab option
- Implement memory management
- Create tab suspension
- Build memory pressure handling
- Implement GPU process
- Create utility processes
- Build service worker process
- Implement extension process
- Create resource prioritization
- Build lazy loading
- Implement back/forward cache
- Create prerender
- Build speculation rules
- Implement paint holding
- Create smooth scrolling
- Build compositor scrolling
- Implement input latency optimization
- Create animation optimization
Phase 47: Nous - Sovereign AI Platform#
@nous/core - AI Runtime Core#
Inference Engine#
- Create ONNX Runtime integration
- Implement model loading system
- Build model optimization pipeline
- Create quantization support (INT8, INT4, FP16)
- Implement graph optimization
- Build operator fusion
- Create memory planning
- Implement execution providers
- Build CPU execution provider
- Create CUDA execution provider
- Implement ROCm execution provider
- Build Metal execution provider
- Create WebGPU execution provider
- Implement Vulkan compute provider
- Build DirectML provider
- Create NPU/accelerator providers
- Implement batch inference
- Build dynamic batching
- Create continuous batching
- Implement speculative decoding
LLM Serving#
- Create LLM serving infrastructure
- Implement KV cache management
- Build paged attention
- Create flash attention integration
- Implement tensor parallelism
- Build pipeline parallelism
- Create model sharding
- Implement expert parallelism (MoE)
- Build prefix caching
- Create radix attention
- Implement prompt caching
- Build multi-LoRA serving
- Create adapter switching
- Implement context extension
- Build streaming generation
- Create stop sequences
- Implement logit processors
- Build temperature sampling
- Create top-k/top-p sampling
- Implement beam search
Model Management#
- Create model registry
- Implement model versioning
- Build model metadata
- Create model discovery
- Implement model download
- Build checksum verification
- Create model conversion
- Implement format detection
- Build safetensors support
- Create GGUF support
- Implement GGML support
- Build PyTorch loading
- Create TensorFlow loading
- Implement JAX loading
- Build model caching
- Create model eviction
- Implement model preloading
- Build warm model pool
- Create model benchmarking
- Implement model profiling
Embedding Engine#
- Create embedding generation
- Implement text embeddings
- Build image embeddings
- Create audio embeddings
- Implement multi-modal embeddings
- Build embedding normalization
- Create dimensionality reduction
- Implement batch embedding
- Build streaming embedding
- Create embedding caching
- Implement similarity search
- Build approximate nearest neighbor
- Create exact nearest neighbor
- Implement distance metrics
- Build hybrid search
- Create reranking
- Implement cross-encoder reranking
- Build embedding compression
- Create binary embeddings
- Implement matryoshka embeddings
@nous/llm - Language Model Framework#
Text Generation#
- Create completion API
- Implement chat completion API
- Build instruction following
- Create multi-turn conversation
- Implement system prompts
- Build function calling
- Create tool use framework
- Implement JSON mode
- Build structured output
- Create grammar constraints
- Implement regex constraints
- Build schema validation
- Create response formatting
- Implement markdown rendering
- Build code extraction
- Create citation extraction
- Implement fact extraction
- Build entity extraction
- Create sentiment analysis
- Implement classification
Prompt Engineering#
- Create prompt template system
- Implement variable substitution
- Build conditional sections
- Create loop constructs
- Implement prompt versioning
- Build prompt testing
- Create prompt optimization
- Implement few-shot management
- Build example selection
- Create dynamic examples
- Implement chain-of-thought
- Build tree-of-thought
- Create graph-of-thought
- Implement self-consistency
- Build reflection prompts
- Create critique prompts
- Implement persona management
- Build context injection
- Create memory injection
- Implement retrieval injection
Agent Framework#
- Create agent architecture
- Implement planning module
- Build goal decomposition
- Create task execution
- Implement action selection
- Build tool selection
- Create multi-step reasoning
- Implement backtracking
- Build error recovery
- Create agent memory
- Implement short-term memory
- Build long-term memory
- Create episodic memory
- Implement semantic memory
- Build working memory
- Create agent communication
- Implement multi-agent systems
- Build agent coordination
- Create agent delegation
- Implement agent supervision
RAG Pipeline#
- Create document ingestion
- Implement chunking strategies
- Build semantic chunking
- Create sentence chunking
- Implement token chunking
- Build recursive chunking
- Create document parsing
- Implement PDF parsing
- Build HTML parsing
- Create Markdown parsing
- Implement code parsing
- Build table extraction
- Create image extraction
- Implement metadata extraction
- Build link extraction
- Create vector indexing
- Implement hybrid indexing
- Build incremental indexing
- Create index optimization
- Implement context retrieval
@nous/vision - Computer Vision Framework#
Image Understanding#
- Create image classification
- Implement object detection
- Build instance segmentation
- Create semantic segmentation
- Implement panoptic segmentation
- Build depth estimation
- Create surface normal estimation
- Implement pose estimation
- Build facial recognition
- Create emotion recognition
- Implement age/gender estimation
- Build face landmark detection
- Create OCR engine
- Implement document layout
- Build table recognition
- Create handwriting recognition
- Implement license plate recognition
- Build barcode/QR recognition
- Create image captioning
- Implement visual question answering
Image Generation#
- Create diffusion model framework
- Implement Stable Diffusion
- Build SDXL support
- Create SD3 support
- Implement Flux support
- Build ControlNet integration
- Create IP-Adapter support
- Implement LoRA management
- Build textual inversion
- Create DreamBooth training
- Implement inpainting
- Build outpainting
- Create image-to-image
- Implement style transfer
- Build upscaling (ESRGAN)
- Create face restoration
- Implement background removal
- Build image composition
- Create variation generation
- Implement image editing
Video Understanding#
- Create video classification
- Implement action recognition
- Build temporal segmentation
- Create object tracking
- Implement multi-object tracking
- Build trajectory prediction
- Create video captioning
- Implement dense video captioning
- Build video question answering
- Create video summarization
- Implement scene detection
- Build shot boundary detection
- Create video indexing
- Implement moment retrieval
- Build temporal grounding
- Create video-text matching
- Implement re-identification
- Build anomaly detection
- Create crowd analysis
- Implement traffic analysis
Video Generation#
- Create video diffusion framework
- Implement text-to-video
- Build image-to-video
- Create video-to-video
- Implement frame interpolation
- Build video upscaling
- Create temporal consistency
- Implement motion transfer
- Build video inpainting
- Create video outpainting
- Implement video editing
- Build object removal
- Create object insertion
- Implement video composition
- Build temporal super-resolution
- Create slow motion generation
- Implement video stylization
- Build rotoscoping automation
- Create animation generation
- Implement facial reenactment
@nous/audio - Audio AI Framework#
Speech Recognition#
- Create ASR engine
- Implement Whisper integration
- Build streaming ASR
- Create real-time transcription
- Implement speaker diarization
- Build speaker identification
- Create language detection
- Implement multi-language ASR
- Build code-switching support
- Create punctuation restoration
- Implement capitalization
- Build timestamp alignment
- Create word-level timestamps
- Implement confidence scores
- Build VAD integration
- Create noise robustness
- Implement accent adaptation
- Build domain adaptation
- Create custom vocabulary
- Implement hotword detection
Speech Synthesis#
- Create TTS engine
- Implement neural TTS
- Build VITS integration
- Create Tortoise TTS
- Implement voice cloning
- Build few-shot cloning
- Create zero-shot cloning
- Implement emotion control
- Build prosody control
- Create speaking style transfer
- Implement rate control
- Build pitch control
- Create emphasis control
- Implement SSML support
- Build phoneme input
- Create multi-speaker TTS
- Implement language mixing
- Build singing synthesis
- Create audiobook generation
- Implement podcast generation
Music Generation#
- Create music generation framework
- Implement text-to-music
- Build melody generation
- Create harmony generation
- Implement rhythm generation
- Build chord progression
- Create music continuation
- Implement style transfer
- Build genre classification
- Create mood classification
- Implement beat detection
- Build tempo estimation
- Create key detection
- Implement chord recognition
- Build music transcription
- Create MIDI generation
- Implement stem separation
- Build vocal isolation
- Create accompaniment generation
- Implement remix automation
Audio Processing#
- Create audio enhancement
- Implement noise reduction
- Build echo cancellation
- Create dereverberation
- Implement source separation
- Build audio super-resolution
- Create bandwidth extension
- Implement declipping
- Build denoising
- Create audio restoration
- Implement audio inpainting
- Build audio forensics
- Create audio fingerprinting
- Implement content identification
- Build audio classification
- Create sound event detection
- Implement audio scene classification
- Build audio segmentation
- Create audio tagging
- Implement audio search
@nous/training - Model Training Infrastructure#
Training Framework#
- Create distributed training system
- Implement data parallelism
- Build model parallelism
- Create tensor parallelism
- Implement pipeline parallelism
- Build ZeRO optimization
- Create mixed precision training
- Implement gradient checkpointing
- Build gradient accumulation
- Create learning rate schedulers
- Implement warmup strategies
- Build optimizer selection
- Create AdamW implementation
- Implement LAMB optimizer
- Build Adafactor
- Create 8-bit optimizers
- Implement loss functions
- Build metric tracking
- Create checkpoint management
- Implement fault tolerance
Fine-tuning#
- Create supervised fine-tuning
- Implement instruction tuning
- Build chat fine-tuning
- Create LoRA fine-tuning
- Implement QLoRA
- Build adapter tuning
- Create prefix tuning
- Implement prompt tuning
- Build P-tuning
- Create IA3 tuning
- Implement DoRA
- Build PEFT integration
- Create multi-task fine-tuning
- Implement continual learning
- Build catastrophic forgetting prevention
- Create knowledge distillation
- Implement teacher-student training
- Build self-distillation
- Create progressive training
- Implement curriculum learning
RLHF Pipeline#
- Create reward modeling
- Implement preference learning
- Build comparison data collection
- Create Bradley-Terry model
- Implement PPO training
- Build DPO training
- Create IPO training
- Implement KTO training
- Build ORPO training
- Create constitutional AI
- Implement red teaming
- Build safety training
- Create helpfulness training
- Implement harmlessness training
- Build honesty training
- Create rejection sampling
- Implement best-of-n sampling
- Build iterative refinement
- Create RLAIF
- Implement self-play training
Data Pipeline#
- Create data loading system
- Implement distributed data loading
- Build data sharding
- Create streaming datasets
- Implement data preprocessing
- Build tokenization
- Create packing for efficiency
- Implement sequence padding
- Build dynamic batching
- Create data augmentation
- Implement text augmentation
- Build back-translation
- Create paraphrasing
- Implement data filtering
- Build quality scoring
- Create deduplication
- Implement near-duplicate removal
- Build data mixing
- Create curriculum design
- Implement data selection
@nous/safety - AI Safety Framework#
Content Moderation#
- Create content classifier
- Implement toxicity detection
- Build hate speech detection
- Create harassment detection
- Implement violence detection
- Build self-harm detection
- Create sexual content detection
- Implement spam detection
- Build misinformation detection
- Create deepfake detection
- Implement synthetic content detection
- Build watermark detection
- Create attribution extraction
- Implement provenance tracking
- Build content fingerprinting
- Create abuse detection
- Implement coordinated behavior detection
- Build bot detection
- Create manipulation detection
- Implement influence operation detection
Guardrails#
- Create input validation
- Implement jailbreak detection
- Build prompt injection detection
- Create adversarial input detection
- Implement PII detection
- Build PII redaction
- Create secrets detection
- Implement code injection detection
- Build SQL injection detection
- Create XSS detection
- Implement output validation
- Build hallucination detection
- Create factuality checking
- Implement consistency checking
- Build relevance filtering
- Create topic enforcement
- Implement style enforcement
- Build length enforcement
- Create format enforcement
- Implement safety filtering
Alignment#
- Create value alignment system
- Implement preference modeling
- Build intent detection
- Create goal inference
- Implement uncertainty quantification
- Build calibration analysis
- Create selective prediction
- Implement abstention
- Build confidence estimation
- Create error detection
- Implement self-correction
- Build external verification
- Create human-in-the-loop
- Implement approval workflows
- Build escalation system
- Create oversight mechanisms
- Implement audit trails
- Build explanation generation
- Create interpretability tools
- Implement attribution analysis
Phase 48: Oshun Domain Integration#
@neith/integration-maya - Maya (Game Engine/Metaverse) Integration#
Engine Replacement#
- Migrate Maya from Unreal to Neith Engine
- Implement Neith renderer in Maya viewport
- Build Neith physics in Maya simulation
- Create Neith audio in Maya soundscape
- Implement Neith ECS in Maya entities
- Build Neith scripting in Maya logic
- Create Neith animation in Maya characters
- Implement Neith particles in Maya effects
- Build Neith networking in Maya multiplayer
- Create asset pipeline integration
- Implement material system conversion
- Build shader migration tools
- Create blueprint to Neith script converter
- Implement level format conversion
- Build mesh format optimization
Metaverse Platform#
- Create Maya world hosting on Neith VR OS
- Implement cross-platform Maya worlds
- Build Maya asset streaming with Neith CDN
- Create Maya avatar system on Neith
- Implement Maya social features
- Build Maya economy on Neith blockchain
- Create Maya UGC tools with Neith Forge
- Implement Maya scripting with Neith
- Build Maya AI NPCs with Nous
- Create Maya procedural content with Nous
- Implement Maya voice chat with Neith audio
- Build Maya spatial audio with Neith
- Create Maya accessibility features
- Implement Maya localization
- Build Maya analytics integration
@neith/integration-yemaya - Yemaya (Creative Studio) Integration#
DCC Tool Replacement#
- Replace Blender with Neith Sculptor
- Migrate Yemaya 3D workflows to Sculptor
- Implement Sculptor asset interchange
- Build Sculptor material library
- Create Sculptor procedural tools
- Replace Houdini with Neith Weaver
- Migrate procedural workflows to Weaver
- Implement Weaver node graphs
- Build Weaver simulation nodes
- Create Weaver geometry operations
- Replace Ardour with Neith Composer
- Migrate audio workflows to Composer
- Implement Composer plugin hosting
- Build Composer MIDI support
- Create Composer mixing console
- Replace DaVinci Resolve with Neith Cutter
- Migrate video workflows to Cutter
- Implement Cutter color grading
- Build Cutter effects pipeline
- Create Cutter export profiles
Creative Pipeline#
- Create unified Yemaya project format
- Implement cross-tool asset linking
- Build version control integration
- Create render farm integration
- Implement review system integration
- Build annotation tools
- Create feedback workflows
- Implement approval pipelines
- Build asset library management
- Create tag and search system
- Implement AI-assisted creation with Nous
- Build auto-tagging with Nous vision
- Create content suggestions with Nous LLM
- Implement style transfer with Nous
- Build upscaling with Nous vision
@neith/integration-isis - Isis (Generative Factory) Integration#
AI Replacement#
- Replace OpenAI API with Nous LLM
- Migrate text generation to Nous
- Implement function calling with Nous
- Build structured output with Nous
- Create agent framework on Nous
- Replace Anthropic API with Nous
- Migrate conversation flows to Nous
- Implement safety features with Nous
- Build context management with Nous
- Create memory systems with Nous
- Replace Stable Diffusion API
- Migrate image generation to Nous vision
- Implement ControlNet on Nous
- Build LoRA management on Nous
- Create style management on Nous
- Replace ElevenLabs API
- Migrate TTS to Nous audio
- Implement voice cloning on Nous
- Build prosody control on Nous
- Create emotion control on Nous
Generation Pipeline#
- Create unified generation API
- Implement multi-modal generation
- Build generation chaining
- Create generation templates
- Implement batch generation
- Build generation scheduling
- Create priority queuing
- Implement cost tracking
- Build usage analytics
- Create quality monitoring
- Implement feedback collection
- Build A/B testing
- Create model comparison
- Implement output caching
- Build incremental generation
@neith/integration-sophia - Sophia (Research & Knowledge) Integration#
Knowledge System#
- Create knowledge base on Nous RAG
- Implement document ingestion pipeline
- Build knowledge graph construction
- Create entity extraction with Nous
- Implement relation extraction
- Build knowledge linking
- Create knowledge validation
- Implement knowledge updates
- Build knowledge versioning
- Create knowledge search
- Implement semantic search with Nous
- Build hybrid search (keyword + semantic)
- Create faceted search
- Implement knowledge browsing
- Build knowledge visualization
Research Tools#
- Create research assistant with Nous
- Implement paper summarization
- Build citation extraction
- Create literature review
- Implement hypothesis generation
- Build experiment design
- Create data analysis assistance
- Implement result interpretation
- Build writing assistance
- Create peer review simulation
- Implement fact verification
- Build claim extraction
- Create evidence linking
- Implement contradiction detection
- Build consensus analysis
@neith/integration-hathor - Hathor (Worldbuilding) Integration#
World Simulation#
- Create world simulation on Neith Engine
- Implement terrain generation with Nous
- Build climate simulation
- Create ecosystem modeling
- Implement civilization simulation
- Build history generation with Nous
- Create culture generation
- Implement language generation
- Build mythology generation
- Create character generation with Nous
- Implement relationship modeling
- Build political simulation
- Create economic simulation
- Implement technology progression
- Build event generation
Content Creation#
- Create map generator with Nous vision
- Implement asset generation for worlds
- Build character art generation
- Create creature design generation
- Implement architecture generation
- Build item design generation
- Create heraldry generation
- Implement writing system generation
- Build music generation for worlds
- Create ambient sound generation
- Implement dialogue generation
- Build quest generation
- Create narrative generation
- Implement documentation generation
- Build wiki generation
@neith/integration-bellona - Bellona (Build & Engine) Integration#
Build System#
- Create Neith-native build tools
- Implement Rust compilation integration
- Build WASM compilation pipeline
- Create shader compilation
- Implement asset compilation
- Build incremental builds
- Create distributed builds
- Implement build caching
- Build reproducible builds
- Create cross-compilation
- Implement platform targeting
- Build optimization pipelines
- Create profiling integration
- Implement benchmark suite
- Build regression detection
Deployment System#
- Create deployment automation
- Implement container builds
- Build image optimization
- Create orchestration configs
- Implement rollout strategies
- Build canary deployments
- Create blue-green deployments
- Implement feature flags
- Build configuration management
- Create secrets management
- Implement monitoring integration
- Build logging integration
- Create tracing integration
- Implement alerting rules
- Build incident management
Phase 49: Infrastructure & DevOps#
@neith/cloud - Cloud Infrastructure#
Compute Platform#
- Create Kubernetes deployment configs
- Implement auto-scaling policies
- Build resource quotas
- Create namespace organization
- Implement network policies
- Build service mesh integration
- Create ingress configuration
- Implement load balancing
- Build health checks
- Create pod disruption budgets
- Implement priority classes
- Build affinity rules
- Create toleration configs
- Implement resource limits
- Build horizontal pod autoscaler
GPU Infrastructure#
- Create GPU node pools
- Implement GPU scheduling
- Build multi-GPU support
- Create GPU time-slicing
- Implement MIG configuration
- Build GPU monitoring
- Create CUDA version management
- Implement driver updates
- Build GPU health checks
- Create GPU quota management
- Implement spot instance GPU
- Build preemption handling
- Create GPU cost optimization
- Implement GPU sharing
- Build vGPU support
Storage Infrastructure#
- Create persistent volume claims
- Implement storage classes
- Build volume snapshots
- Create backup policies
- Implement disaster recovery
- Build cross-region replication
- Create archive storage
- Implement lifecycle policies
- Build encryption at rest
- Create access controls
- Implement audit logging
- Build compliance controls
- Create cost allocation
- Implement storage quotas
- Build performance tiers
Network Infrastructure#
- Create VPC configuration
- Implement subnet design
- Build security groups
- Create NAT gateways
- Implement VPN connections
- Build peering connections
- Create transit gateway
- Implement private endpoints
- Build DNS configuration
- Create CDN integration
- Implement WAF rules
- Build DDoS protection
- Create rate limiting
- Implement geo-blocking
- Build traffic analysis
@neith/observability - Monitoring & Observability#
Metrics System#
- Create Prometheus deployment
- Implement metric collection
- Build custom metrics
- Create recording rules
- Implement alerting rules
- Build alert routing
- Create PagerDuty integration
- Implement Slack integration
- Build email notifications
- Create dashboard templates
- Implement Grafana deployment
- Build visualization panels
- Create alert annotations
- Implement metric retention
- Build metric downsampling
Logging System#
- Create log aggregation
- Implement Elasticsearch deployment
- Build log parsing
- Create log enrichment
- Implement log correlation
- Build Kibana dashboards
- Create log retention policies
- Implement log archival
- Build log search
- Create log alerts
- Implement anomaly detection
- Build pattern recognition
- Create compliance logging
- Implement audit logs
- Build log export
Tracing System#
- Create distributed tracing
- Implement Jaeger deployment
- Build trace collection
- Create trace sampling
- Implement trace storage
- Build trace analysis
- Create service maps
- Implement latency analysis
- Build error tracking
- Create trace correlation
- Implement baggage propagation
- Build context propagation
- Create trace visualization
- Implement trace search
- Build trace comparison
@neith/security - Security Infrastructure#
Identity & Access#
- Create identity provider
- Implement OAuth 2.0 / OIDC
- Build SAML integration
- Create user directory
- Implement group management
- Build role management
- Create permission system
- Implement policy engine
- Build access reviews
- Create audit trails
- Implement MFA enforcement
- Build SSO configuration
- Create session management
- Implement token management
- Build API key management
Secret Management#
- Create secret store (Vault)
- Implement secret rotation
- Build dynamic secrets
- Create PKI management
- Implement certificate issuance
- Build certificate rotation
- Create encryption keys
- Implement key rotation
- Build transit encryption
- Create secret injection
- Implement Kubernetes secrets
- Build external secrets operator
- Create secret backup
- Implement secret recovery
- Build secret audit
Compliance#
- Create compliance policies
- Implement policy enforcement
- Build policy reporting
- Create vulnerability scanning
- Implement container scanning
- Build dependency scanning
- Create SAST integration
- Implement DAST integration
- Build penetration testing
- Create compliance dashboards
- Implement SOC 2 controls
- Build GDPR compliance
- Create data residency
- Implement data classification
- Build privacy controls
Phase 50: Testing & Quality Assurance#
@neith/testing - Test Infrastructure#
Unit Testing#
- Create test frameworks for each language
- Implement Rust test infrastructure
- Build TypeScript test infrastructure
- Create C++ test infrastructure
- Implement test coverage tracking
- Build coverage reporting
- Create coverage gates
- Implement mutation testing
- Build property-based testing
- Create fuzz testing
- Implement snapshot testing
- Build mock frameworks
- Create test fixtures
- Implement test factories
- Build test utilities
Integration Testing#
- Create integration test framework
- Implement API testing
- Build contract testing
- Create database testing
- Implement message queue testing
- Build cache testing
- Create external service mocking
- Implement test containers
- Build test environment provisioning
- Create test data management
- Implement test isolation
- Build parallel test execution
- Create test result aggregation
- Implement flaky test detection
- Build test retry policies
End-to-End Testing#
- Create E2E test framework
- Implement browser automation
- Build mobile automation
- Create desktop automation
- Implement VR/XR testing
- Build visual regression testing
- Create screenshot comparison
- Implement accessibility testing
- Build performance testing
- Create load testing
- Implement stress testing
- Build chaos testing
- Create game testing framework
- Implement replay testing
- Build AI-assisted testing
Performance Testing#
- Create benchmark suite
- Implement micro-benchmarks
- Build macro-benchmarks
- Create profiling integration
- Implement flame graph generation
- Build memory profiling
- Create GPU profiling
- Implement network profiling
- Build I/O profiling
- Create latency testing
- Implement throughput testing
- Build scalability testing
- Create baseline comparison
- Implement regression detection
- Build performance dashboards
@neith/qa - Quality Assurance#
Code Quality#
- Create linting infrastructure
- Implement style enforcement
- Build formatting automation
- Create code complexity analysis
- Implement technical debt tracking
- Build code duplication detection
- Create dead code detection
- Implement security analysis
- Build dependency analysis
- Create license compliance
- Implement code review automation
- Build PR quality gates
- Create merge checks
- Implement branch protection
- Build release quality gates
Documentation Quality#
- Create documentation linting
- Implement API doc generation
- Build doc coverage tracking
- Create broken link detection
- Implement example validation
- Build tutorial testing
- Create screenshot automation
- Implement changelog generation
- Build release notes automation
- Create translation quality
- Implement terminology consistency
- Build style guide enforcement
- Create accessibility checking
- Implement readability analysis
- Build documentation search
Phase 51: Documentation & Training#
@neith/docs - Documentation#
Developer Documentation#
- Create architecture documentation
- Implement API references
- Build getting started guides
- Create tutorial series
- Implement cookbook examples
- Build troubleshooting guides
- Create migration guides
- Implement changelog maintenance
- Build release notes
- Create contribution guides
- Implement code standards
- Build review guidelines
- Create security guidelines
- Implement performance guidelines
- Build accessibility guidelines
User Documentation#
- Create user manuals
- Implement quick start guides
- Build feature documentation
- Create workflow guides
- Implement video tutorials
- Build interactive tutorials
- Create FAQ system
- Implement knowledge base
- Build community wiki
- Create glossary
- Implement search optimization
- Build navigation structure
- Create version documentation
- Implement localization
- Build offline documentation
API Documentation#
- Create OpenAPI specifications
- Implement API explorer
- Build request/response examples
- Create authentication guides
- Implement rate limit documentation
- Build error code references
- Create SDK documentation
- Implement code samples
- Build language-specific guides
- Create webhook documentation
- Implement event documentation
- Build integration guides
- Create partner documentation
- Implement changelog API
- Build deprecation notices
@neith/training - Training & Education#
Developer Training#
- Create Neith fundamentals course
- Implement Rust for Neith developers
- Build graphics programming course
- Create physics programming course
- Implement audio programming course
- Build networking programming course
- Create AI/ML integration course
- Implement tool development course
- Build extension development course
- Create certification program
- Implement skill assessments
- Build learning paths
- Create hands-on labs
- Implement code challenges
- Build project templates
User Training#
- Create creator onboarding
- Implement application tutorials
- Build workflow training
- Create advanced techniques
- Implement tips and tricks
- Build community resources
- Create template library
- Implement preset library
- Build asset library
- Create showcase gallery
- Implement community forums
- Build Discord integration
- Create office hours
- Implement webinar series
- Build annual conference
Phase 52: Release & Distribution#
@neith/release - Release Management#
Release Pipeline#
- Create release branching strategy
- Implement version numbering
- Build release automation
- Create release candidates
- Implement beta programs
- Build early access programs
- Create staged rollouts
- Implement feature gates
- Build rollback procedures
- Create hotfix process
- Implement security releases
- Build LTS release support
- Create end-of-life process
- Implement upgrade paths
- Build compatibility matrices
Distribution#
- Create download infrastructure
- Implement CDN distribution
- Build mirror network
- Create checksum verification
- Implement signature verification
- Build installer creation
- Create package repositories
- Implement auto-update system
- Build delta updates
- Create offline installers
- Implement enterprise distribution
- Build site licensing
- Create volume licensing
- Implement trial versions
- Build freemium model
Platform Publishing#
- Create Linux package (deb, rpm, flatpak)
- Implement Windows installer (MSI, MSIX)
- Build macOS distribution (DMG, pkg)
- Create iOS App Store submission
- Implement Google Play submission
- Build Steam distribution
- Create Epic Games Store distribution
- Implement Xbox store preparation
- Build PlayStation store preparation
- Create Nintendo store preparation
- Implement Meta Quest store
- Build web distribution
- Create Docker distribution
- Implement cloud marketplace
- Build enterprise catalog
Completion Criteria#
Technical Excellence#
- All components pass comprehensive test suites
- Performance benchmarks meet or exceed industry standards
- Security audits completed with no critical issues
- Accessibility compliance (WCAG 2.1 AA minimum)
- Cross-platform compatibility verified
- Documentation coverage > 95%
- API stability guaranteed (semantic versioning)
Integration Verification#
- All Oshun domains fully migrated to Neith
- Third-party engines isolated behind sovereign compatibility layers
- Third-party DCC tools isolated behind sovereign compatibility layers
- Third-party AI APIs isolated behind sovereign provider abstractions
- Sovereign replacements available for phased migration of the technology stack
- Core Neith stack self-hostable on Neith Linux infrastructure with transitional external integrations
Quality Gates#
- Unit test coverage > 80%
- Integration test coverage > 70%
- E2E test coverage > 60%
- Performance regression < 5%
- Security vulnerability scan clean
- License compliance verified
- SBOM (Software Bill of Materials) complete
Documentation & Support#
- Developer documentation complete
- User documentation complete
- API documentation complete
- Training materials complete
- Community resources established
- Support infrastructure operational
This completes the Neith Sovereign Stack implementation plan. The total scope encompasses approximately 3,500+ individual tasks across 52 phases, building a complete technology independence for the Oshun ecosystem.