54 lines
1.9 KiB
Markdown
54 lines
1.9 KiB
Markdown
# Tasks: enterprise-gaming-r3f-terrain
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## 0. Pre-flight (non-negotiable)
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- [ ] 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)
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- [ ] 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.
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- [ ] 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.
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## Phase 1 — Scaffold
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- [ ] Create `gaming/scene/r3f-terrain/` (`@suaveplan/r3f-terrain`, `0.1.0`, `sideEffects: false`)
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## Phase 2 — Error codes + types
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- [ ] `src/error-codes.ts` + `src/types/common.ts` + `common.md`
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## Phase 3 — Noise utility
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- [ ] `src/utils/noise.ts` — simplex 2D noise, octave FBM
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- [ ] Tests + docs
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## Phase 4 — Height sample utility
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- [ ] `src/utils/height-sample.ts` — world XZ → height value from active terrain
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- [ ] Tests + docs
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## Phase 5 — Chunk manager
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- [ ] Camera-relative chunk loading/unloading, spatial hash for active set
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- [ ] Tests + docs
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## Phase 6 — LOD controller
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- [ ] Distance → subdivision level mapping, hysteresis band
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- [ ] Tests + docs
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## Phase 7 — Terrain system
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- [ ] Chunk generation with height + biome vertex color
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- [ ] Tests + docs
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## Phase 8 — Components
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- [ ] `TerrainChunk` — single chunk mesh
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- [ ] `Terrain` — top-level system with chunk manager wiring
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- [ ] Tests + Storybook stories
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## Phase 9 — Integration + pre-publish gate
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- [ ] `tests/integration.test.ts`
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- [ ] `bunx turbo lint typecheck test --filter=@suaveplan/r3f-terrain` green
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- [ ] 100% coverage
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- [ ] Publish: `bun scripts/publish.ts --package @suaveplan/r3f-terrain`
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