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# OpenSpec Change: enterprise-gaming-r3f-weather
- **Change ID**: enterprise-gaming-r3f-weather
- **Package**: `@suaveplan/r3f-weather`
- **Category**: gaming/scene
- **Target path**: `gaming/scene/r3f-weather`
- **Status**: PROPOSED
- **Date**: 2026-04-24
- **Reference spec**: `/mnt/s/web/suaveplan/enterprise/r3f-weather.md`
---
## Summary
Deliver `@suaveplan/r3f-weather` on the genesis branch from scratch at enterprise quality. The package provides R3F weather rendering: GPU-instanced rain/snow particles driven by `WeatherState` from `@suaveplan/weather`; dynamic `<fog>` density from `weatherState.fogDensity`; lightning flash via PointLight pulse on `weather:lightning` event; surface wetness PBR normal-map overlay applied via material compositing. A `WeatherRenderer` component subscribes to `WeatherSystem` and drives all sub-systems. Genesis adds structured errors, OTel particle-count gauge, and 100% coverage.
---
## Available workspace deps
`@suaveplan/error`, `@suaveplan/weather`, `@suaveplan/events`, react, `@react-three/fiber`, `@react-three/drei`, three.
---
## Public API surface
```ts
function WeatherRenderer(props: WeatherRendererProps): JSX.Element
// weatherSystem, particleCount, lightningIntensity
function RainParticles(props: RainParticlesProps): JSX.Element
function SnowParticles(props: SnowParticlesProps): JSX.Element
function LightningFlash(props: LightningFlashProps): JSX.Element
function FogLayer(props: FogLayerProps): JSX.Element
function useWeatherRenderer(): WeatherRenderState
```
---
## File layout
```text
gaming/scene/r3f-weather/
package.json / tsconfig.json / vitest.config.ts
src/
index.ts / error-codes.ts / constants/index.ts
types/common.ts + md
components/
WeatherRenderer/ (tsx + md + test + stories + index)
RainParticles/ (tsx + md + test + stories + index)
SnowParticles/ (tsx + md + test + stories + index)
LightningFlash/ (tsx + md + test + stories + index)
FogLayer/ (tsx + md + test + stories + index)
hooks/use-weather-renderer.ts + md + test
tests/integration.test.ts
```

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# Tasks: enterprise-gaming-r3f-weather
## 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-weather/` (`@suaveplan/r3f-weather`, `0.1.0`, `sideEffects: false`)
## Phase 2 — Types
- [ ] `src/types/common.ts` + `common.md`
## Phase 3 — Particle components
- [ ] `RainParticles` — instanced vertical streaks, speed from windSpeed
- [ ] `SnowParticles` — instanced billboard quads, slow drift
- [ ] Tests + stories
## Phase 4 — Lightning + fog
- [ ] `LightningFlash` — listens for `weather:lightning` event, PointLight pulse + decay
- [ ] `FogLayer` — drives `<fog>` near/far from weatherState.fogDensity
- [ ] Tests + stories
## Phase 5 — `WeatherRenderer` orchestrator + `useWeatherRenderer`
- [ ] Tests + Storybook
## Phase 6 — Pre-publish gate
- [ ] `bunx turbo lint typecheck test --filter=@suaveplan/r3f-weather` green
- [ ] 100% coverage
- [ ] Publish: `bun scripts/publish.ts --package @suaveplan/r3f-weather`