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 |