---

## 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._
