Wonderland Engine Features
- Efficient runtime
- WebAssembly based (WebAssembly Threads, if supported)
- Efficient WebGL2
- Runtime batching to greatly reduce draw calls
- Visual Editor
- Runs on Windows, MacOS and Linux
jpegand many other formats.
- Optimizes your assets
- Integrated web server for rapid iteration
- Custom reusable components
- Expose properties to Editor
Thanks to the power of WebAssembly and optimized shaders, Wonderland Engine can draw many dynamic objects with a single draw call.
Instead of parsing data at runtime, the editor tools optimize your assets during packaging into an efficient binary format. This format is loaded super fast by the runtime, as no text needs to be parsed.
VR & AR
The Wonderland Engine was specifically designed for WebXR (WebVR and WebAR). With it come integrations with 8thwall and AR.js, controller input and WebXR 1.0 Device API support.
Leverage the iteration times of the web. Fast packaging together with automatic reloads and file watching allow almost instant feedback on your project.
Visual Editor & Components
A list of all file formats Wonderland Engine supports for import:
Wonderland Engine supports a wide range of scene file formats through Magnum’s AssimpImporter which uses the Open Asset Import library.
Well Supported Formats
fbx, which are best supported. Other format imports may have restrictions that cause parts of the scene to not be imported properly.
Skinned meshes for example are only supported on
- Autodesk FBX (.fbx)
- glTF (.gltf, .glb)
- Wavefront OBJ (.obj)
- Stanford PLY (.ply)
- COLLADA (.dae)
- Blender 3D (.blend, 2.7 or older only)
- 3ds Max 3DS and ASE (.3ds, .ase)
- Industry Foundation Classes (IFC/Step) (.ifc)
- XGL (.xgl, .zgl)
- AutoCAD DXF (.dxf)
- LightWave, LightWave Scene (.lwo, .lws)
- Modo (.lxo)
- Stereolithography (.stl)
- DirectX X (.x)
- AC3D (.ac)
- Milkshape 3D (.ms3d)
- TrueSpace (.cob, .scn)
- Biovision BVH (.bvh)
- CharacterStudio Motion (.csm)
- Ogre XML (.xml)
- Irrlicht Mesh and Scene (.irrmesh, .irr)
- Quake I (.mdl)
- Quake II (.md2)
- Quake III Mesh (.md3)
- Quake III Map/BSP (.pk3)
- Return to Castle Wolfenstein (.mdc)
- Doom 3 (.md5)
- Valve Model (.smd, .vta)
- Open Game Engine Exchange (.ogex)
- Unreal (.3d)
- BlitzBasic 3D (.b3d)
- Quick3D (.q3d, .q3s)
- Neutral File Format (.nff)
- Sense8 WorldToolKit (.nff)
- Object File Format (.off)
- PovRAY Raw (.raw)
- Terragen Terrain (.ter)
- 3D GameStudio (3DGS), 3D GameStudio (3DGS) Terrain (.mdl, .hmp)
- Izware Nendo (.ndo)
Wonderland Engine supports a wide range of scene file formats through Magnum’s StbImageImporter and other image import libraries:
- JPEG (.jpg, .jpe, .jpeg)
- Portable Network Graphics (.png)
- Windows Bitmap (.bmp)
- Adobe Photoshop (.psd), only composited view
- Truevision TGA (.tga, .vda, .icb, .vst)
- Radiance HDR (.hdr)
- Graphics Interchange Format (.gif), including animations
- Portable Graymap (.pgm)
- Softimage PIC (.pic)
- Portable Pixmap (.ppm)
Note that “Basis Universal” files are not supported by import into the editor, but loaded in the Runtime.
At runtime, any format the browser supports is supported.
Videos are only supported at runtime, see Video Example. At runtime, any format the browser supports is supported.