A‑Frame’s HTML‑like syntax makes it easy to create simple VR scenes, but it comes with trade‑offs: draw‑call limits, manual batching, and performance bottlenecks from DOM interactions. Scenes are built by editing text, which slows down iteration and prevents artists from contributing. Wonderland Engine solves these issues with automatic batching, a native editor and a WebAssembly runtime. Use A‑Frame for quick prototypes or to display a single model in VR; when your project needs high performance, collaboration and scalability, Wonderland Engine is the right choice.
Why upgrade from A‑Frame?
Automatic batching
A‑Frame relies on the DOM and requires manual batching and atlassing to reduce draw calls. Wonderland Engine automatically batches thousands of objects to maintain high frame rates.
Visual editor
Creating scenes by writing HTML attributes becomes cumbersome as complexity grows, and artists can’t contribute without code. Wonderland Engine’s editor allows artists to build and optimize scenes visually.
Optimized runtime
A‑Frame’s interaction with the DOM and garbage‑collecting JavaScript increases CPU usage and limits performance. Wonderland Engine is compiled to WebAssembly, reducing overhead and delivering consistent frame rates.
Workflow and collaboration
With Wonderland Engine, developers and artists can iterate together locally, reusing 3D assets and integrating with existing toolchains. A‑Frame projects are slower to build because everything must be coded in HTML and JavaScript.