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# OpenSpec Change: enterprise-gaming-r3f-pathfinding
- **Change ID**: enterprise-gaming-r3f-pathfinding
- **Package**: `@suaveplan/r3f-pathfinding`
- **Category**: gaming/gameplay
- **Target path**: `gaming/gameplay/r3f-pathfinding`
- **Status**: PROPOSED
- **Date**: 2026-04-24
---
## Summary
Deliver `@suaveplan/r3f-pathfinding` on the genesis branch from scratch at enterprise quality. The package provides NavMesh pathfinding and crowd simulation for React Three Fiber: `NavMeshProvider` that bakes a walkable NavMesh from scene geometry, A* pathfinding with funnel-algorithm string-pull, `SteeringAgent` applying seek/flee/arrive/separation/cohesion behaviours, a `Crowd` component managing N agents with local avoidance (ORCA), and `NavMeshDebug` wireframe overlay. `usePathfinding()` exposes `findPath`, `addAgent`, `removeAgent`. Genesis adds 100% coverage and Storybook stories.
---
## Available workspace deps
`@suaveplan/spatial-hash`, `@suaveplan/error`, `@suaveplan/types`, `@suaveplan/events`, react, `@react-three/fiber`, `@react-three/drei`, three.
---
## Public API surface
```ts
function NavMeshProvider(props: NavMeshProviderProps): JSX.Element
// geometry, cellSize, cellHeight, agentRadius, agentHeight
function NavMeshDebug(props: NavMeshDebugProps): JSX.Element
// visible, color, opacity
function SteeringAgent(props: SteeringAgentProps): JSX.Element
// agentId, target, maxSpeed, behaviours
function Crowd(props: CrowdProps): JSX.Element
// agents, maxAgents, timeStep
function usePathfinding(): PathfindingContext
// findPath(from, to), addAgent(config), removeAgent(id), navMesh
```
---
## File layout
```text
gaming/gameplay/r3f-pathfinding/
package.json / tsconfig.json / vitest.config.ts
src/
index.ts / error-codes.ts
types/common.ts + md
nav/ (navmesh-builder.ts + md + test, astar.ts + md + test, funnel.ts + md + test)
steering/ (behaviours.ts + md + test, orca.ts + md + test)
context/pathfinding-provider.tsx + md + test
hooks/use-pathfinding.ts + md + test
components/
NavMeshDebug/ (tsx + md + test + stories + index)
SteeringAgent/ (tsx + md + test + stories + index)
Crowd/ (tsx + md + test + stories + index)
tests/integration.test.ts
```

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# Tasks: enterprise-gaming-r3f-pathfinding
## 0. Pre-flight (non-negotiable)
- [ ] 0.1 Confirm clean working tree (`git status` reports nothing) and no in-flight worktrees with uncommitted work (`git worktree list` then `git status` in each)
- [ ] 0.2 If any worktrees exist under `.claude/worktrees/`, account for each one: still-active agent, work-pending-merge, or stale-and-prune. Stale worktrees MUST be removed (`git worktree remove`) before opening a new one — code that has been lost twice on main is the failure mode this guards against.
- [ ] 0.3 Confirm the package set in `MANIFEST.md` matches `find packages -maxdepth 3 -name package.json` count. Drift here means a prior change archived without regenerating the manifest.
## Phase 1 — Scaffold
- [ ] Create `gaming/gameplay/r3f-pathfinding/` (`@suaveplan/r3f-pathfinding`, `0.1.0`, `sideEffects: false`)
## Phase 2 — Types + error codes
- [ ] `src/types/common.ts` + `common.md`
- [ ] `src/error-codes.ts`
## Phase 3 — NavMesh + pathfinding core
- [ ] `navmesh-builder.ts` — bake walkable mesh from geometry
- [ ] `astar.ts` — A* with polygon graph
- [ ] `funnel.ts` — string-pull funnel algorithm
- [ ] Tests + docs
## Phase 4 — Steering + crowd
- [ ] `behaviours.ts` — seek/flee/arrive/separation/cohesion
- [ ] `orca.ts` — local avoidance for crowd agents
- [ ] Tests + docs
## Phase 5 — Context + hook
- [ ] `NavMeshProvider` + `usePathfinding` hook
- [ ] Tests + docs
## Phase 6 — Components
- [ ] `NavMeshDebug` — wireframe overlay
- [ ] `SteeringAgent` — per-agent steering apply
- [ ] `Crowd` — N-agent management
- [ ] Tests + Storybook stories for each
## Phase 7 — Integration tests
- [ ] `tests/integration.test.ts` — findPath, crowd avoidance
## Phase 8 — Pre-publish gate
- [ ] `bunx turbo lint typecheck test --filter=@suaveplan/r3f-pathfinding` green
- [ ] 100% coverage
- [ ] Publish: `bun scripts/publish.ts --package @suaveplan/r3f-pathfinding`