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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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 | ||||||||||||
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| wiki-2026-0508-wonderland-engine | Wonderland Engine | 10_Wiki/Topics | verified | self |
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none | A | 0.85 | applied |
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2026-05-10 | pending |
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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
- WebXR VR apps: Quest / Vision Pro — training / education / social.
- Mobile AR: WebXR AR session — product viz / try-on.
- Marketing 3D: brand experience — fast load + editor productivity.
- Web games: lightweight 3D — itch.io / Crazy Games.
💻 패턴
Component (TS) 매 basic
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
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
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)
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
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
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)
// 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 · Babylon.js · 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 |