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Research Template

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Research Template

Template for .planning/phases/XX-name/{phase_num}-RESEARCH.md - comprehensive ecosystem research before planning.

Purpose: Document what Claude needs to know to implement a phase well - not just "which library" but "how do experts build this."


File Template

markdown
# Phase [X]: [Name] - Research

**Researched:** [date]
**Domain:** [primary technology/problem domain]
**Confidence:** [HIGH/MEDIUM/LOW]

<user_constraints>
## User Constraints (from CONTEXT.md)

**CRITICAL:** If CONTEXT.md exists from /gsd-discuss-phase, copy locked decisions here verbatim. These MUST be honored by the planner.

### Locked Decisions
[Copy from CONTEXT.md `## Decisions` section - these are NON-NEGOTIABLE]
- [Decision 1]
- [Decision 2]

### Claude's Discretion
[Copy from CONTEXT.md - areas where researcher/planner can choose]
- [Area 1]
- [Area 2]

### Deferred Ideas (OUT OF SCOPE)
[Copy from CONTEXT.md - do NOT research or plan these]
- [Deferred 1]
- [Deferred 2]

**If no CONTEXT.md exists:** Write "No user constraints - all decisions at Claude's discretion"
</user_constraints>

<architectural_responsibility_map>
## Architectural Responsibility Map

Map each phase capability to its standard architectural tier owner before diving into framework research. This prevents tier misassignment from propagating into plans.

| Capability | Primary Tier | Secondary Tier | Rationale |
|------------|-------------|----------------|-----------|
| [capability from phase description] | [Browser/Client, Frontend Server, API/Backend, CDN/Static, or Database/Storage] | [secondary tier or —] | [why this tier owns it] |

**If single-tier application:** Write "Single-tier application — all capabilities reside in [tier]" and omit the table.
</architectural_responsibility_map>

<research_summary>
## Summary

[2-3 paragraph executive summary]
- What was researched
- What the standard approach is
- Key recommendations

**Primary recommendation:** [one-liner actionable guidance]
</research_summary>

<standard_stack>
## Standard Stack

The established libraries/tools for this domain:

### Core
| Library | Version | Purpose | Why Standard |
|---------|---------|---------|--------------|
| [name] | [ver] | [what it does] | [why experts use it] |
| [name] | [ver] | [what it does] | [why experts use it] |

### Supporting
| Library | Version | Purpose | When to Use |
|---------|---------|---------|-------------|
| [name] | [ver] | [what it does] | [use case] |
| [name] | [ver] | [what it does] | [use case] |

### Alternatives Considered
| Instead of | Could Use | Tradeoff |
|------------|-----------|----------|
| [standard] | [alternative] | [when alternative makes sense] |

**Installation:**
```bash
npm install [packages]
# or
yarn add [packages]

</standard_stack>

<architecture_patterns>

Architecture Patterns

System Architecture Diagram

Architecture diagrams MUST show data flow through conceptual components, not file listings.

Requirements:

  • Show entry points (how data/requests enter the system)
  • Show processing stages (what transformations happen, in what order)
  • Show decision points and branching paths
  • Show external dependencies and service boundaries
  • Use arrows to indicate data flow direction
  • A reader should be able to trace the primary use case from input to output by following the arrows

File-to-implementation mapping belongs in the Component Responsibilities table, not in the diagram.

src/
├── [folder]/        # [purpose]
├── [folder]/        # [purpose]
└── [folder]/        # [purpose]

Pattern 1: [Pattern Name]

What: [description] When to use: [conditions] Example:

typescript
// [code example from Context7/official docs]

Pattern 2: [Pattern Name]

What: [description] When to use: [conditions] Example:

typescript
// [code example]

Anti-Patterns to Avoid

  • [Anti-pattern]: [why it's bad, what to do instead]
  • [Anti-pattern]: [why it's bad, what to do instead] </architecture_patterns>

<dont_hand_roll>

Don't Hand-Roll

Problems that look simple but have existing solutions:

ProblemDon't BuildUse InsteadWhy
[problem][what you'd build][library][edge cases, complexity]
[problem][what you'd build][library][edge cases, complexity]
[problem][what you'd build][library][edge cases, complexity]

Key insight: [why custom solutions are worse in this domain] </dont_hand_roll>

<common_pitfalls>

Common Pitfalls

Pitfall 1: [Name]

What goes wrong: [description] Why it happens: [root cause] How to avoid: [prevention strategy] Warning signs: [how to detect early]

Pitfall 2: [Name]

What goes wrong: [description] Why it happens: [root cause] How to avoid: [prevention strategy] Warning signs: [how to detect early]

Pitfall 3: [Name]

What goes wrong: [description] Why it happens: [root cause] How to avoid: [prevention strategy] Warning signs: [how to detect early] </common_pitfalls>

<code_examples>

Code Examples

Verified patterns from official sources:

[Common Operation 1]

typescript
// Source: [Context7/official docs URL]
[code]

[Common Operation 2]

typescript
// Source: [Context7/official docs URL]
[code]

[Common Operation 3]

typescript
// Source: [Context7/official docs URL]
[code]

</code_examples>

<sota_updates>

State of the Art (2024-2025)

What's changed recently:

Old ApproachCurrent ApproachWhen ChangedImpact
[old][new][date/version][what it means for implementation]

New tools/patterns to consider:

  • [Tool/Pattern]: [what it enables, when to use]
  • [Tool/Pattern]: [what it enables, when to use]

Deprecated/outdated:

  • [Thing]: [why it's outdated, what replaced it] </sota_updates>

<open_questions>

Open Questions

Things that couldn't be fully resolved:

  1. [Question]

    • What we know: [partial info]
    • What's unclear: [the gap]
    • Recommendation: [how to handle during planning/execution]
  2. [Question]

    • What we know: [partial info]
    • What's unclear: [the gap]
    • Recommendation: [how to handle] </open_questions>
<sources> ## Sources

Primary (HIGH confidence)

  • [Context7 library ID] - [topics fetched]
  • [Official docs URL] - [what was checked]

Secondary (MEDIUM confidence)

  • [WebSearch verified with official source] - [finding + verification]

Tertiary (LOW confidence - needs validation)

  • [WebSearch only] - [finding, marked for validation during implementation] </sources>
<metadata> ## Metadata

Research scope:

  • Core technology: [what]
  • Ecosystem: [libraries explored]
  • Patterns: [patterns researched]
  • Pitfalls: [areas checked]

Confidence breakdown:

  • Standard stack: [HIGH/MEDIUM/LOW] - [reason]
  • Architecture: [HIGH/MEDIUM/LOW] - [reason]
  • Pitfalls: [HIGH/MEDIUM/LOW] - [reason]
  • Code examples: [HIGH/MEDIUM/LOW] - [reason]

Research date: [date] Valid until: [estimate - 30 days for stable tech, 7 days for fast-moving] </metadata>


Phase: XX-name Research completed: [date] Ready for planning: [yes/no]


---

## Good Example

```markdown
# Phase 3: 3D City Driving - Research

**Researched:** 2025-01-20
**Domain:** Three.js 3D web game with driving mechanics
**Confidence:** HIGH

<research_summary>
## Summary

Researched the Three.js ecosystem for building a 3D city driving game. The standard approach uses Three.js with React Three Fiber for component architecture, Rapier for physics, and drei for common helpers.

Key finding: Don't hand-roll physics or collision detection. Rapier (via @react-three/rapier) handles vehicle physics, terrain collision, and city object interactions efficiently. Custom physics code leads to bugs and performance issues.

**Primary recommendation:** Use R3F + Rapier + drei stack. Start with vehicle controller from drei, add Rapier vehicle physics, build city with instanced meshes for performance.
</research_summary>

<standard_stack>
## Standard Stack

### Core
| Library | Version | Purpose | Why Standard |
|---------|---------|---------|--------------|
| three | 0.160.0 | 3D rendering | The standard for web 3D |
| @react-three/fiber | 8.15.0 | React renderer for Three.js | Declarative 3D, better DX |
| @react-three/drei | 9.92.0 | Helpers and abstractions | Solves common problems |
| @react-three/rapier | 1.2.1 | Physics engine bindings | Best physics for R3F |

### Supporting
| Library | Version | Purpose | When to Use |
|---------|---------|---------|-------------|
| @react-three/postprocessing | 2.16.0 | Visual effects | Bloom, DOF, motion blur |
| leva | 0.9.35 | Debug UI | Tweaking parameters |
| zustand | 4.4.7 | State management | Game state, UI state |
| use-sound | 4.0.1 | Audio | Engine sounds, ambient |

### Alternatives Considered
| Instead of | Could Use | Tradeoff |
|------------|-----------|----------|
| Rapier | Cannon.js | Cannon simpler but less performant for vehicles |
| R3F | Vanilla Three | Vanilla if no React, but R3F DX is much better |
| drei | Custom helpers | drei is battle-tested, don't reinvent |

**Installation:**
```bash
npm install three @react-three/fiber @react-three/drei @react-three/rapier zustand

</standard_stack>

<architecture_patterns>

Architecture Patterns

System Architecture Diagram

Architecture diagrams MUST show data flow through conceptual components, not file listings.

Requirements:

  • Show entry points (how data/requests enter the system)
  • Show processing stages (what transformations happen, in what order)
  • Show decision points and branching paths
  • Show external dependencies and service boundaries
  • Use arrows to indicate data flow direction
  • A reader should be able to trace the primary use case from input to output by following the arrows

File-to-implementation mapping belongs in the Component Responsibilities table, not in the diagram.

src/
├── components/
│   ├── Vehicle/          # Player car with physics
│   ├── City/             # City generation and buildings
│   ├── Road/             # Road network
│   └── Environment/      # Sky, lighting, fog
├── hooks/
│   ├── useVehicleControls.ts
│   └── useGameState.ts
├── stores/
│   └── gameStore.ts      # Zustand state
└── utils/
    └── cityGenerator.ts  # Procedural generation helpers

Pattern 1: Vehicle with Rapier Physics

What: Use RigidBody with vehicle-specific settings, not custom physics When to use: Any ground vehicle Example:

typescript
// Source: @react-three/rapier docs
import { RigidBody, useRapier } from '@react-three/rapier'

function Vehicle() {
  const rigidBody = useRef()

  return (
    <RigidBody
      ref={rigidBody}
      type="dynamic"
      colliders="hull"
      mass={1500}
      linearDamping={0.5}
      angularDamping={0.5}
    >
      <mesh>
        <boxGeometry args={[2, 1, 4]} />
        <meshStandardMaterial />
      </mesh>
    </RigidBody>
  )
}

Pattern 2: Instanced Meshes for City

What: Use InstancedMesh for repeated objects (buildings, trees, props) When to use: >100 similar objects Example:

typescript
// Source: drei docs
import { Instances, Instance } from '@react-three/drei'

function Buildings({ positions }) {
  return (
    <Instances limit={1000}>
      <boxGeometry />
      <meshStandardMaterial />
      {positions.map((pos, i) => (
        <Instance key={i} position={pos} scale={[1, Math.random() * 5 + 1, 1]} />
      ))}
    </Instances>
  )
}

Anti-Patterns to Avoid

  • Creating meshes in render loop: Create once, update transforms only
  • Not using InstancedMesh: Individual meshes for buildings kills performance
  • Custom physics math: Rapier handles it better, every time </architecture_patterns>

<dont_hand_roll>

Don't Hand-Roll

ProblemDon't BuildUse InsteadWhy
Vehicle physicsCustom velocity/accelerationRapier RigidBodyWheel friction, suspension, collisions are complex
Collision detectionRaycasting everythingRapier collidersPerformance, edge cases, tunneling
Camera followManual lerpdrei CameraControls or custom with useFrameSmooth interpolation, bounds
City generationPure random placementGrid-based with noise for variationRandom looks wrong, grid is predictable
LODManual distance checksdrei <Detailed>Handles transitions, hysteresis

Key insight: 3D game development has 40+ years of solved problems. Rapier implements proper physics simulation. drei implements proper 3D helpers. Fighting these leads to bugs that look like "game feel" issues but are actually physics edge cases. </dont_hand_roll>

<common_pitfalls>

Common Pitfalls

Pitfall 1: Physics Tunneling

What goes wrong: Fast objects pass through walls Why it happens: Default physics step too large for velocity How to avoid: Use CCD (Continuous Collision Detection) in Rapier Warning signs: Objects randomly appearing outside buildings

Pitfall 2: Performance Death by Draw Calls

What goes wrong: Game stutters with many buildings Why it happens: Each mesh = 1 draw call, hundreds of buildings = hundreds of calls How to avoid: InstancedMesh for similar objects, merge static geometry Warning signs: GPU bound, low FPS despite simple scene

Pitfall 3: Vehicle "Floaty" Feel

What goes wrong: Car doesn't feel grounded Why it happens: Missing proper wheel/suspension simulation How to avoid: Use Rapier vehicle controller or tune mass/damping carefully Warning signs: Car bounces oddly, doesn't grip corners </common_pitfalls>

<code_examples>

Code Examples

Basic R3F + Rapier Setup

typescript
// Source: @react-three/rapier getting started
import { Canvas } from '@react-three/fiber'
import { Physics } from '@react-three/rapier'

function Game() {
  return (
    <Canvas>
      <Physics gravity={[0, -9.81, 0]}>
        <Vehicle />
        <City />
        <Ground />
      </Physics>
    </Canvas>
  )
}

Vehicle Controls Hook

typescript
// Source: Community pattern, verified with drei docs
import { useFrame } from '@react-three/fiber'
import { useKeyboardControls } from '@react-three/drei'

function useVehicleControls(rigidBodyRef) {
  const [, getKeys] = useKeyboardControls()

  useFrame(() => {
    const { forward, back, left, right } = getKeys()
    const body = rigidBodyRef.current
    if (!body) return

    const impulse = { x: 0, y: 0, z: 0 }
    if (forward) impulse.z -= 10
    if (back) impulse.z += 5

    body.applyImpulse(impulse, true)

    if (left) body.applyTorqueImpulse({ x: 0, y: 2, z: 0 }, true)
    if (right) body.applyTorqueImpulse({ x: 0, y: -2, z: 0 }, true)
  })
}

</code_examples>

<sota_updates>

State of the Art (2024-2025)

Old ApproachCurrent ApproachWhen ChangedImpact
cannon-esRapier2023Rapier is faster, better maintained
vanilla Three.jsReact Three Fiber2020+R3F is now standard for React apps
Manual InstancedMeshdrei <Instances>2022Simpler API, handles updates

New tools/patterns to consider:

  • WebGPU: Coming but not production-ready for games yet (2025)
  • drei Gltf helpers: <useGLTF.preload> for loading screens

Deprecated/outdated:

  • cannon.js (original): Use cannon-es fork or better, Rapier
  • Manual raycasting for physics: Just use Rapier colliders </sota_updates>
<sources> ## Sources

Primary (HIGH confidence)

  • /pmndrs/react-three-fiber - getting started, hooks, performance
  • /pmndrs/drei - instances, controls, helpers
  • /dimforge/rapier-js - physics setup, vehicle physics

Secondary (MEDIUM confidence)

  • Three.js discourse "city driving game" threads - verified patterns against docs
  • R3F examples repository - verified code works

Tertiary (LOW confidence - needs validation)

  • None - all findings verified </sources>
<metadata> ## Metadata

Research scope:

  • Core technology: Three.js + React Three Fiber
  • Ecosystem: Rapier, drei, zustand
  • Patterns: Vehicle physics, instancing, city generation
  • Pitfalls: Performance, physics, feel

Confidence breakdown:

  • Standard stack: HIGH - verified with Context7, widely used
  • Architecture: HIGH - from official examples
  • Pitfalls: HIGH - documented in discourse, verified in docs
  • Code examples: HIGH - from Context7/official sources

Research date: 2025-01-20 Valid until: 2025-02-20 (30 days - R3F ecosystem stable) </metadata>


Phase: 03-city-driving Research completed: 2025-01-20 Ready for planning: yes


---

## Guidelines

**When to create:**
- Before planning phases in niche/complex domains
- When Claude's training data is likely stale or sparse
- When "how do experts do this" matters more than "which library"

**Structure:**
- Use XML tags for section markers (matches GSD templates)
- Seven core sections: summary, standard_stack, architecture_patterns, dont_hand_roll, common_pitfalls, code_examples, sources
- All sections required (drives comprehensive research)

**Content quality:**
- Standard stack: Specific versions, not just names
- Architecture: Include actual code examples from authoritative sources
- Don't hand-roll: Be explicit about what problems to NOT solve yourself
- Pitfalls: Include warning signs, not just "don't do this"
- Sources: Mark confidence levels honestly

**Integration with planning:**
- RESEARCH.md loaded as @context reference in PLAN.md
- Standard stack informs library choices
- Don't hand-roll prevents custom solutions
- Pitfalls inform verification criteria
- Code examples can be referenced in task actions

**After creation:**
- File lives in phase directory: `.planning/phases/XX-name/{phase_num}-RESEARCH.md`
- Referenced during planning workflow
- plan-phase loads it automatically when present