f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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5.1 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-wonder | Wonder | 10_Wiki/Topics | verified | self |
|
none | B | 0.75 | applied |
|
2026-05-10 | pending |
|
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
- Data-heavy 3D: thousands of entities — particle / RTS-like.
- Functional codebase: ReScript shop 의 fit.
- Educational: ECS pattern 의 reference impl.
- Custom rendering pipeline: 직접 control 의 필요한 case.
💻 패턴
ECS basic
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
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
// 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
// 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
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 |