Additionally, we started initial experiments with post-processing and will be releasing an experimental
bloom effect with a basic tone mapper for HDR rendering that is required for it.
Bugfixes and Size Optimizations
With new features come a lot of feedback and issue reports. Additionally, adding features increases the
size of the runtime binary, which delays the “first draw” of your projects. These patch releases will be
implementing optimizations to further reduce the size of the Wonderland Engine runtime.
We usually also add smaller convenince and workflow improvements to the Wonderland Engine editor.
and skinned mesh focused, but also general scene graph optimizations and even optimizations for the editor.
Short-Term: Stability, Performance and more WebXR
For 0.8.9, we are looking at WebXR Layer support and another big jump in rendering performance.
Mid-Term: Rendering (0.9.0)
Wonderland Engine has been designed to be performant on the web. And with great success, as focus had so far been
to radically optimize rendering.
This gives us a great base for implementing more advanced graphics rendering features:
Clustered Forward+ Renderer: Enables hundreds of lights in a scene by efficiently calculating which
lights affect which pixels.
PBR: More realistic light calculations for surface materials.
Reflection Probes: small cube maps to approximate reflections
Decals: small texture projections that allow layering details onto your scene.
A big part of these features have been prototyped for over a year and we are excited to get them
production ready as soon as end of 2021.
While we aim to provide a featureset that fulfills the most common use cases, every use case has its specific
challenges that a general application can not easily master.
format for runtime components that makes it easy to share with the community.