# Tasks: enterprise-gaming-r3f-terrain ## 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-terrain/` (`@suaveplan/r3f-terrain`, `0.1.0`, `sideEffects: false`) ## Phase 2 — Error codes + types - [ ] `src/error-codes.ts` + `src/types/common.ts` + `common.md` ## Phase 3 — Noise utility - [ ] `src/utils/noise.ts` — simplex 2D noise, octave FBM - [ ] Tests + docs ## Phase 4 — Height sample utility - [ ] `src/utils/height-sample.ts` — world XZ → height value from active terrain - [ ] Tests + docs ## Phase 5 — Chunk manager - [ ] Camera-relative chunk loading/unloading, spatial hash for active set - [ ] Tests + docs ## Phase 6 — LOD controller - [ ] Distance → subdivision level mapping, hysteresis band - [ ] Tests + docs ## Phase 7 — Terrain system - [ ] Chunk generation with height + biome vertex color - [ ] Tests + docs ## Phase 8 — Components - [ ] `TerrainChunk` — single chunk mesh - [ ] `Terrain` — top-level system with chunk manager wiring - [ ] Tests + Storybook stories ## Phase 9 — Integration + pre-publish gate - [ ] `tests/integration.test.ts` - [ ] `bunx turbo lint typecheck test --filter=@suaveplan/r3f-terrain` green - [ ] 100% coverage - [ ] Publish: `bun scripts/publish.ts --package @suaveplan/r3f-terrain`