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 |