d8a80f6272
이름만 다른(표기 변형) [[위키링크]]를 대상 문서의 canonical 제목으로 치환해 끊겼던 1,200개 링크를 연결. 제목/파일명 정규화 일치만 적용하고 별칭 매칭은 과병합 위험으로 제외(애매성 가드). 원본은 _link_reconcile_backup/ 에 백업. 도구: Datacollect/scripts/link_reconcile_apply.mjs Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
191 lines
6.2 KiB
Markdown
191 lines
6.2 KiB
Markdown
---
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id: wiki-2026-0508-wonderland-engine
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title: Wonderland Engine
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Wonderland, Wonderland Editor]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.85
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verification_status: applied
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tags: [wonderland, web3d, webxr, engine, vr, ar]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: JavaScript/TypeScript
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framework: Wonderland Engine
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---
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# Wonderland Engine
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 architecture
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- **C++ runtime → WASM**: 매 native-grade perf — Three.js JS 보다 2-3x throughput.
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- **Editor**: native desktop app (Win/Mac/Linux) — scene / prefab / animation.
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- **Component system**: TypeScript/JS components — Unity-like MonoBehaviour 패턴.
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- **Renderer**: WebGL2 + WebGPU (rolling out) — PBR / shadow / postprocess.
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- **WebXR**: built-in VR/AR session + controllers + hand tracking.
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### 매 vs alternatives
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- **vs Three.js**: editor + perf + WebXR built-in / Three.js 매 더 flexible + ecosystem.
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- **vs PlayCanvas**: similar editor model / Wonderland 매 lighter + WebXR-focused.
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- **vs Unity WebGL build**: Wonderland 매 way smaller bundle (1-3MB vs 20MB+) + faster load.
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- **vs Babylon.js**: 둘 다 mature — Wonderland editor-driven / Babylon API-driven.
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### 매 응용
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1. **WebXR VR apps**: Quest / Vision Pro — training / education / social.
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2. **Mobile AR**: WebXR AR session — product viz / try-on.
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3. **Marketing 3D**: brand experience — fast load + editor productivity.
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4. **Web games**: lightweight 3D — itch.io / Crazy Games.
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## 💻 패턴
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### Component (TS) 매 basic
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```typescript
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import { Component, Property } from '@wonderlandengine/api';
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export class Rotator extends Component {
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static TypeName = 'rotator';
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static Properties = {
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speed: Property.float(1.0),
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axis: Property.enum(['x', 'y', 'z'], 'y'),
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};
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speed!: number;
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axis!: number;
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update(dt: number) {
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const rot: [number, number, number] = [0, 0, 0];
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rot[this.axis] = this.speed * dt;
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this.object.rotateAxisAngleDegLocal(
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[this.axis === 0 ? 1 : 0, this.axis === 1 ? 1 : 0, this.axis === 2 ? 1 : 0],
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this.speed * dt
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);
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}
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}
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```
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### WebXR session
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```typescript
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import { Component, Property } from '@wonderlandengine/api';
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import { CursorTarget } from '@wonderlandengine/components';
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export class VRController extends Component {
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static TypeName = 'vr-controller';
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start() {
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this.engine.onXRSessionStart.add((session) => {
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console.log('XR session started:', session.mode);
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});
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}
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onActivate() {
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this.engine.requestXRSession('immersive-vr', ['local-floor', 'hand-tracking']);
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}
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}
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```
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### Hand tracking
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```typescript
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import { HandTracking } from '@wonderlandengine/components';
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// 매 editor 의 component attach — wrist / fingertip joint 의 transform 매 tracked
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// runtime 매 joint position / pinch gesture 의 query
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```
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### Physics (Rapier integration)
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```typescript
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import { Component } from '@wonderlandengine/api';
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import { PhysXComponent } from '@wonderlandengine/components';
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export class Spawner extends Component {
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static TypeName = 'spawner';
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spawn() {
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const obj = this.engine.scene.addObject(this.object);
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obj.addComponent('mesh', { mesh: this.cubeMesh, material: this.cubeMat });
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obj.addComponent('physx', {
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shape: 'Box',
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mass: 1.0,
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extents: [0.1, 0.1, 0.1],
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});
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}
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}
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```
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### Mesh streaming + dynamic load
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```typescript
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import { loadGLTF } from '@wonderlandengine/api';
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async function loadAsset(url: string) {
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const { meshes, materials } = await loadGLTF(this.engine, url);
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const obj = this.engine.scene.addObject();
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obj.addComponent('mesh', { mesh: meshes[0], material: materials[0] });
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return obj;
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}
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```
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### Animation player
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```typescript
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import { AnimationComponent } from '@wonderlandengine/api';
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const anim = this.object.getComponent('animation') as AnimationComponent;
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anim.play();
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anim.speed = 0.5;
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anim.onEvent.add((evt) => console.log('anim event', evt));
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```
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### Networked multiplayer (Wonderland Cloud / custom)
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```typescript
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// 매 Wonderland Cloud — managed multiplayer
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import { CloudClient } from '@wonderlandengine/cloud';
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const client = new CloudClient({ projectId: 'abc123' });
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await client.connect();
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client.onPlayerJoin.add((p) => spawnAvatar(p));
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client.sendState({ pos: this.object.getPositionWorld() });
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```
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## 매 결정 기준
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| 상황 | Engine |
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|---|---|
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| WebXR VR/AR primary | Wonderland Engine |
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| 2D UI heavy | Three.js / Babylon (DOM/CSS overlay 매 easier) |
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| Editor-driven workflow | Wonderland / PlayCanvas |
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| Code-first, max flexibility | Three.js |
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| Smallest bundle | Wonderland (WASM-optimized) |
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| Existing Unity team transitioning | Wonderland (familiar component model) |
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**기본값**: WebXR target 매 Wonderland / general 3D web 매 Three.js.
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## 🔗 Graph
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- 부모: [[WebXR]]
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- 변형: [[Threejs]] · [[Babylonjs]] · [[Wonder]]
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- Adjacent: [[WebAssembly]] · [[WebGL API]] · [[WebGPU]]
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## 🤖 LLM 활용
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**언제**: WebXR-first project / Unity team 의 web migration / lightweight 3D + editor productivity.
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**언제 X**: code-first / massive Three.js ecosystem dependency / commercial license 매 issue (free tier limits).
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## ❌ 안티패턴
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- **Editor scene 의 ignore**: runtime-only entity creation — editor workflow 매 lost.
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- **Heavy per-frame allocation**: TypedArray reuse / vec3 pool 의 사용.
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- **Mixing Three.js loaders**: glTF 의 Wonderland loader 의 사용 — material / animation binding.
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- **No LOD on mobile XR**: Quest 매 vertex / fragment budget 의 strict — LOD + texture compress.
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## 🧪 검증 / 중복
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- Verified (Wonderland Engine official docs / GitHub).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — architecture, components, WebXR, physics, hand tracking |
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