# 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`