chore(brain): ASTRA 성장 자산 동기화 — 기능 인벤토리·growth(약점프로필/학습큐)·일화기억·장기기억·회의록 원문
This commit is contained in:
@@ -0,0 +1,158 @@
|
||||
---
|
||||
id: wiki-2026-0508-wonder
|
||||
title: Wonder
|
||||
category: 10_Wiki/Topics
|
||||
status: verified
|
||||
canonical_id: self
|
||||
aliases: [Wonder Editor, Wonder.js, Wonder ECS]
|
||||
duplicate_of: none
|
||||
source_trust_level: B
|
||||
confidence_score: 0.75
|
||||
verification_status: applied
|
||||
tags: [wonder, ecs, web3d, engine]
|
||||
raw_sources: []
|
||||
last_reinforced: 2026-05-10
|
||||
github_commit: pending
|
||||
tech_stack:
|
||||
language: TypeScript / ReScript
|
||||
framework: Wonder
|
||||
---
|
||||
|
||||
# Wonder
|
||||
|
||||
## 매 한 줄
|
||||
> **"매 ECS-first web 3D — functional core"**. Wonder 매 ReScript/TypeScript 기반 ECS architecture 3D engine — Wonderland 와 별도의 OSS lineage. 2026 매 niche — Three.js / Babylon / Wonderland Engine 의 dominant 매 main alternative.
|
||||
|
||||
## 매 핵심
|
||||
|
||||
### 매 design
|
||||
- **ECS (Entity Component System)**: data-oriented — entity (ID) + component (data) + system (logic).
|
||||
- **Functional core**: ReScript 의 immutable / pattern matching 의 사용.
|
||||
- **WebGL2 backend**: GPU draw — WebGPU 매 future direction.
|
||||
- **Editor**: web-based scene editor — separate from runtime.
|
||||
|
||||
### 매 vs Three.js
|
||||
- **Three.js**: scene-graph imperative OOP — vast ecosystem.
|
||||
- **Wonder**: ECS data-oriented — 매 cache-friendly bulk update.
|
||||
- **Tradeoff**: Wonder 매 less plugins / smaller community / steeper learning.
|
||||
|
||||
### 매 응용
|
||||
1. **Data-heavy 3D**: thousands of entities — particle / RTS-like.
|
||||
2. **Functional codebase**: ReScript shop 의 fit.
|
||||
3. **Educational**: ECS pattern 의 reference impl.
|
||||
4. **Custom rendering pipeline**: 직접 control 의 필요한 case.
|
||||
|
||||
## 💻 패턴
|
||||
|
||||
### ECS basic
|
||||
```typescript
|
||||
import { World, defineComponent, defineSystem } from 'wonder-ecs';
|
||||
|
||||
const Position = defineComponent({ x: 'f32', y: 'f32', z: 'f32' });
|
||||
const Velocity = defineComponent({ x: 'f32', y: 'f32', z: 'f32' });
|
||||
|
||||
const world = new World();
|
||||
const entity = world.createEntity();
|
||||
world.addComponent(entity, Position, { x: 0, y: 0, z: 0 });
|
||||
world.addComponent(entity, Velocity, { x: 1, y: 0, z: 0 });
|
||||
|
||||
const movement = defineSystem([Position, Velocity], (entities, dt) => {
|
||||
for (const e of entities) {
|
||||
const p = world.getComponent(e, Position);
|
||||
const v = world.getComponent(e, Velocity);
|
||||
p.x += v.x * dt; p.y += v.y * dt; p.z += v.z * dt;
|
||||
}
|
||||
});
|
||||
|
||||
function tick(dt) { movement(world.query([Position, Velocity]), dt); }
|
||||
```
|
||||
|
||||
### Mesh + render system
|
||||
```typescript
|
||||
const Mesh = defineComponent({ geometryId: 'u32', materialId: 'u32' });
|
||||
|
||||
const renderSystem = defineSystem([Position, Mesh], (entities) => {
|
||||
for (const e of entities) {
|
||||
const p = world.getComponent(e, Position);
|
||||
const m = world.getComponent(e, Mesh);
|
||||
renderer.draw(m.geometryId, m.materialId, p);
|
||||
}
|
||||
});
|
||||
```
|
||||
|
||||
### SoA storage 매 cache-friendly
|
||||
```typescript
|
||||
// 매 Wonder ECS internally 매 SoA — 매 manual 의 example
|
||||
class PositionSoA {
|
||||
x: Float32Array; y: Float32Array; z: Float32Array;
|
||||
constructor(capacity: number) {
|
||||
this.x = new Float32Array(capacity);
|
||||
this.y = new Float32Array(capacity);
|
||||
this.z = new Float32Array(capacity);
|
||||
}
|
||||
}
|
||||
// 매 tight loop 매 cache hit — AoS 보다 2-5x faster
|
||||
```
|
||||
|
||||
### ReScript 매 functional system
|
||||
```rescript
|
||||
// 매 ReScript syntax
|
||||
let movement = (world, dt) => {
|
||||
let entities = World.query(world, [Position.id, Velocity.id])
|
||||
entities->Belt.Array.forEach(e => {
|
||||
let pos = World.getComponent(world, e, Position.id)
|
||||
let vel = World.getComponent(world, e, Velocity.id)
|
||||
World.setComponent(world, e, Position.id, {
|
||||
x: pos.x +. vel.x *. dt,
|
||||
y: pos.y +. vel.y *. dt,
|
||||
z: pos.z +. vel.z *. dt,
|
||||
})
|
||||
})
|
||||
}
|
||||
```
|
||||
|
||||
### Asset loading
|
||||
```typescript
|
||||
const assets = await Wonder.loadGLTF('scene.gltf');
|
||||
for (const node of assets.nodes) {
|
||||
const e = world.createEntity();
|
||||
world.addComponent(e, Position, node.translation);
|
||||
world.addComponent(e, Mesh, { geometryId: node.meshId, materialId: node.materialId });
|
||||
}
|
||||
```
|
||||
|
||||
## 매 결정 기준
|
||||
| 상황 | Engine choice |
|
||||
|---|---|
|
||||
| Mainstream web 3D | Three.js |
|
||||
| AAA-style + editor | Babylon.js / Wonderland Engine |
|
||||
| ECS / data-heavy | Wonder / bitECS + Three.js |
|
||||
| ReScript codebase | Wonder |
|
||||
| Massive entity count | ECS + InstancedMesh |
|
||||
|
||||
**기본값**: Three.js + bitECS — Wonder 매 specific ECS-first / ReScript 의 case.
|
||||
|
||||
## 🔗 Graph
|
||||
- 부모: [[ECS]]
|
||||
- 변형: [[Threejs]] · [[Babylon.js]] · [[Wonderland Engine]]
|
||||
- 응용: [[bitECS]]
|
||||
- Adjacent: [[WebGL API]] · [[WebGPU]]
|
||||
|
||||
## 🤖 LLM 활용
|
||||
**언제**: ECS-first 3D web project / ReScript 사용 codebase / large entity count + custom systems.
|
||||
**언제 X**: standard 3D scene — Three.js 매 더 ecosystem / artist-friendly editor 필요 — Wonderland / Babylon.
|
||||
|
||||
## ❌ 안티패턴
|
||||
- **OOP scene-graph mindset in ECS**: parent-child mutation 매 anti-ECS — entity hierarchy 의 component 의 모델.
|
||||
- **Per-entity allocation in tick**: GC pressure — pool / SoA.
|
||||
- **Wonder + Three.js mix**: rendering 매 conflict — choose one renderer.
|
||||
|
||||
## 🧪 검증 / 중복
|
||||
- Verified (Wonder OSS docs / GitHub).
|
||||
- 신뢰도 B (smaller community — verify against latest repo).
|
||||
|
||||
## 🕓 Changelog
|
||||
| 날짜 | 변경 |
|
||||
|---|---|
|
||||
| 2026-05-08 | Phase 1 |
|
||||
| 2026-05-10 | Manual cleanup — ECS arch, ReScript, SoA, vs Three.js |
|
||||
Reference in New Issue
Block a user