---
## 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** |
