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# Tasks: enterprise-gaming-r3f-water
## 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/scene/r3f-water/` (`@suaveplan/r3f-water`, `0.1.0`, `sideEffects: false`)
## Phase 2 — Types + Gerstner math
- [ ] `src/utils/gerstner.ts` — wave height sum at (x, z, t)
- [ ] Tests + docs
## Phase 3 — Shaders
- [ ] Ocean vertex/fragment shaders (Fresnel, foam, depth color)
## Phase 4 — Components + stories
- [ ] `WaterPlane` — simple flat reflective water
- [ ] `Ocean` — Gerstner-animated mesh + custom shader material
## Phase 5 — `useWaterHeight` hook
- [ ] Tests + docs
## Phase 6 — Pre-publish gate
- [ ] `bunx turbo lint typecheck test --filter=@suaveplan/r3f-water` green
- [ ] 100% coverage
- [ ] Publish: `bun scripts/publish.ts --package @suaveplan/r3f-water`