--- 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]] · [[Babylonjs]] · [[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 |