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## Next Up
-- **Task #49: Physics & Collision**
- - [ ] **Task #49.1: CPU-Side SDF Library**: Implement `sdSphere`, `sdBox` etc. in C++ (`src/3d/sdf_cpu.h`).
- - [ ] **Task #49.2: BVH Construction**: Implement BVH builder and traversal for broad-phase collision.
- - [ ] **Task #49.3: Physics Loop**: Implement integration, narrow-phase SDF probing, and collision resolution.
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+- **Task #5: Spectral Brush Editor** [IN PROGRESS - February 6, 2026]
+ - Create web-based tool for procedurally tracing audio spectrograms
+ - Replace large .spec assets with tiny C++ code (50-100× compression)
+ - Phase 1: C++ runtime (`spectral_brush.h/cc` - Bezier curves + Gaussian profiles)
+ - Phase 2: Editor UI (HTML/JS canvas, dual-layer visualization, keyboard shortcuts)
+ - Phase 3: File I/O (load .wav/.spec, export procedural_params.txt + C++ code)
+ - See `doc/SPECTRAL_BRUSH_EDITOR.md` for complete design
- **Task #18: 3D System Enhancements**
- [ ] **Task #18.0: Basic OBJ Asset Pipeline**: Implement `ASSET_MESH` type, `asset_packer` OBJ support, and `Renderer3D` mesh rendering.