--- id: wiki-2026-0508-wonderland-engine title: Wonderland Engine category: 10_Wiki/Topics status: verified canonical_id: self aliases: [Wonderland, Wonderland Editor] duplicate_of: none source_trust_level: A confidence_score: 0.85 verification_status: applied tags: [wonderland, web3d, webxr, engine, vr, ar] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: JavaScript/TypeScript framework: Wonderland Engine --- # Wonderland Engine ## 매 한 줄 > **"매 WebXR-first 3D — Unity-like editor + WebAssembly runtime"**. Wonderland Engine 매 commercial web 3D engine 의 Unity-style scene editor + WASM-compiled C++ runtime — 매 WebXR (Quest browser / Vision Pro Safari) 의 first-class. 2026 매 web VR/AR studio 의 main alternative 의 Three.js + WebXR boilerplate. ## 매 핵심 ### 매 architecture - **C++ runtime → WASM**: 매 native-grade perf — Three.js JS 보다 2-3x throughput. - **Editor**: native desktop app (Win/Mac/Linux) — scene / prefab / animation. - **Component system**: TypeScript/JS components — Unity-like MonoBehaviour 패턴. - **Renderer**: WebGL2 + WebGPU (rolling out) — PBR / shadow / postprocess. - **WebXR**: built-in VR/AR session + controllers + hand tracking. ### 매 vs alternatives - **vs Three.js**: editor + perf + WebXR built-in / Three.js 매 더 flexible + ecosystem. - **vs PlayCanvas**: similar editor model / Wonderland 매 lighter + WebXR-focused. - **vs Unity WebGL build**: Wonderland 매 way smaller bundle (1-3MB vs 20MB+) + faster load. - **vs Babylon.js**: 둘 다 mature — Wonderland editor-driven / Babylon API-driven. ### 매 응용 1. **WebXR VR apps**: Quest / Vision Pro — training / education / social. 2. **Mobile AR**: WebXR AR session — product viz / try-on. 3. **Marketing 3D**: brand experience — fast load + editor productivity. 4. **Web games**: lightweight 3D — itch.io / Crazy Games. ## 💻 패턴 ### Component (TS) 매 basic ```typescript import { Component, Property } from '@wonderlandengine/api'; export class Rotator extends Component { static TypeName = 'rotator'; static Properties = { speed: Property.float(1.0), axis: Property.enum(['x', 'y', 'z'], 'y'), }; speed!: number; axis!: number; update(dt: number) { const rot: [number, number, number] = [0, 0, 0]; rot[this.axis] = this.speed * dt; this.object.rotateAxisAngleDegLocal( [this.axis === 0 ? 1 : 0, this.axis === 1 ? 1 : 0, this.axis === 2 ? 1 : 0], this.speed * dt ); } } ``` ### WebXR session ```typescript import { Component, Property } from '@wonderlandengine/api'; import { CursorTarget } from '@wonderlandengine/components'; export class VRController extends Component { static TypeName = 'vr-controller'; start() { this.engine.onXRSessionStart.add((session) => { console.log('XR session started:', session.mode); }); } onActivate() { this.engine.requestXRSession('immersive-vr', ['local-floor', 'hand-tracking']); } } ``` ### Hand tracking ```typescript import { HandTracking } from '@wonderlandengine/components'; // 매 editor 의 component attach — wrist / fingertip joint 의 transform 매 tracked // runtime 매 joint position / pinch gesture 의 query ``` ### Physics (Rapier integration) ```typescript import { Component } from '@wonderlandengine/api'; import { PhysXComponent } from '@wonderlandengine/components'; export class Spawner extends Component { static TypeName = 'spawner'; spawn() { const obj = this.engine.scene.addObject(this.object); obj.addComponent('mesh', { mesh: this.cubeMesh, material: this.cubeMat }); obj.addComponent('physx', { shape: 'Box', mass: 1.0, extents: [0.1, 0.1, 0.1], }); } } ``` ### Mesh streaming + dynamic load ```typescript import { loadGLTF } from '@wonderlandengine/api'; async function loadAsset(url: string) { const { meshes, materials } = await loadGLTF(this.engine, url); const obj = this.engine.scene.addObject(); obj.addComponent('mesh', { mesh: meshes[0], material: materials[0] }); return obj; } ``` ### Animation player ```typescript import { AnimationComponent } from '@wonderlandengine/api'; const anim = this.object.getComponent('animation') as AnimationComponent; anim.play(); anim.speed = 0.5; anim.onEvent.add((evt) => console.log('anim event', evt)); ``` ### Networked multiplayer (Wonderland Cloud / custom) ```typescript // 매 Wonderland Cloud — managed multiplayer import { CloudClient } from '@wonderlandengine/cloud'; const client = new CloudClient({ projectId: 'abc123' }); await client.connect(); client.onPlayerJoin.add((p) => spawnAvatar(p)); client.sendState({ pos: this.object.getPositionWorld() }); ``` ## 매 결정 기준 | 상황 | Engine | |---|---| | WebXR VR/AR primary | Wonderland Engine | | 2D UI heavy | Three.js / Babylon (DOM/CSS overlay 매 easier) | | Editor-driven workflow | Wonderland / PlayCanvas | | Code-first, max flexibility | Three.js | | Smallest bundle | Wonderland (WASM-optimized) | | Existing Unity team transitioning | Wonderland (familiar component model) | **기본값**: WebXR target 매 Wonderland / general 3D web 매 Three.js. ## 🔗 Graph - 부모: [[WebXR]] - 변형: [[Threejs]] · [[Babylonjs]] · [[Wonder]] - Adjacent: [[WebAssembly]] · [[WebGL API]] · [[WebGPU]] ## 🤖 LLM 활용 **언제**: WebXR-first project / Unity team 의 web migration / lightweight 3D + editor productivity. **언제 X**: code-first / massive Three.js ecosystem dependency / commercial license 매 issue (free tier limits). ## ❌ 안티패턴 - **Editor scene 의 ignore**: runtime-only entity creation — editor workflow 매 lost. - **Heavy per-frame allocation**: TypedArray reuse / vec3 pool 의 사용. - **Mixing Three.js loaders**: glTF 의 Wonderland loader 의 사용 — material / animation binding. - **No LOD on mobile XR**: Quest 매 vertex / fragment budget 의 strict — LOD + texture compress. ## 🧪 검증 / 중복 - Verified (Wonderland Engine official docs / GitHub). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — architecture, components, WebXR, physics, hand tracking |