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Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-08 12:24:15 +09:00

6.2 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-wonderland-engine Wonderland Engine 10_Wiki/Topics verified self
Wonderland
Wonderland Editor
none A 0.85 applied
wonderland
web3d
webxr
engine
vr
ar
2026-05-10 pending
language framework
JavaScript/TypeScript 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

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

🤖 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