Jonathan Hale retweeted
Confirming the leak..The project that I've grinded after for the last three months is done..and guess what? You can play it right now. It's all human made as a love letter to the art. I've voiced three characters including the one you're hearing. More ⬇️ 🕹️tristan-john.com/aquarellica
Jonathan Hale retweeted
Built an open-source Gaussian Splat renderer for @WebXREngine ! 🚀
Also integrated @sparkjsdev , so WLE now supports both.
Native: better VR integration.
SparkJS: better LOD/perf/visuals.
Either way... Wonderland Engine finally has Gaussian Splats! 🎉🎊
#WebXR
Jonathan Hale retweeted
Magic of #webxr @ fingertip
Had some fun making this finger pose detection experiment today ✨
Made with @WebXREngine
Jonathan Hale retweeted
We've finally got our Apple Vision Pros in hand 🥽👀🙌 It truly is amazing tech
Just tested The Escape Artist hand tracking update directly on-device - it's sooo close, but a couple unforeseen issues need resolving before we push
The update will go live next week - stay tuned!
Jonathan Hale retweeted
#XRTrends25 🔮 What’s next for XR in 2025? Jonathan Hale, CEO at Wonderland, shares the top predictions from the XR Today Trends submissions.
💬 How do you see XR bridging the gap between enterprise and consumer in 2025? Share your thoughts below! 👇 #EnterpriseXR #FutureOfXR
Jonathan Hale retweeted
Just made an atmospheric shader with a day-night cycle in @WebXREngine lights, max FPS (140)! 🌅🌙✨
Super smooth, super efficient, even for WebXR. Who needs real-time lights when baked does the job? 😎
#GameDev #WebXR #Shaders #WonderlandEngine
Jonathan Hale retweeted
Try. It. This runs on your phone. #wasm #webgl
3M polygons using our meshlet implementation in the latest 1.6.0 release.
bistro.wonderlandengine.com
Jonathan Hale retweeted
133M polygons in your browser:
wonderlandengine.com/showcas…
Jonathan Hale retweeted
Issue #638 of @GamedevJSWeekly newsletter about @WebXREngine 1.6, @phaser_ 4 RC 7, and @typescript 6.0 is out - go check it!
gamedevjsweekly.com/638
#HTML5 #JavaScript #gamedevjs #gamedev #weekly #newsletter #WonderlandEngine #Phaser #MadeWithPhaser #TypeScript
Jonathan Hale retweeted
Win THIRTY @WebXREngine Foundations courses in #GamedevJS Jam 2026!
gamedevjs.com/jam/2026/#wond…
#gamedev #gamedevjs #Wonderland #WonderlandEngine #foundations #course #WebXR #WebGL #WebGPU #webgamedev
Jonathan Hale retweeted
Wonderland Engine 1.6.0 is now available! 🎉
Powerful meshlet emulation technology that enables rendering millions of polygons on the web,
and tens of millions on mobile.
#webgl #wasm #webxr #webgpu #webgamedev #gamedevjs #gamedev
Find the full changelog here:
wonderlandengine.com/news/re…
Jonathan Hale retweeted
New blog post: A Decade of Slug
This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain.
terathon.com/blog/decade-slu…
Jonathan Hale retweeted
We’ve shipped the features behind our recent Wonderland Engine × @ZapparApp webinar.
Wonderland Engine 1.5.3 adds Zappar-based WebAR templates as the default tracking tools (image, face, world), plus we’ve added the full webinar recording and short clips for each tracking mode to the release notes.
Details and links: wonderlandengine.com/news/re…
Jonathan Hale retweeted
Wonderland Engine 1.5.3 is now available! 🎉
New AR templates, UX improvements, and bug fixes.
#webgl #wasm #webxr #webgpu #webgamedev #gamedevjs #gamedev
Find the full changelog here:
wonderlandengine.com/news/re…
Jonathan Hale retweeted
133M polygons running in the browser on WebGL2, coming in 1.6.0.
@Gamedevjs @GamedevJSWeekly @webgamedevs #webgl #wasm
In order to start diversifying your timeline from AI-only content, here is a video of the next @WebXREngine version.
Both showcase meshlets with hierarchical culling, roughly 32*32*130K tris, nicely frustum / LOD culled.
Running on #webgl via Wonderland Engine
Jonathan Hale retweeted
In order to start diversifying your timeline from AI-only content, here is a video of the next @WebXREngine version.
Both showcase meshlets with hierarchical culling, roughly 32*32*130K tris, nicely frustum / LOD culled.
Running on #webgl via Wonderland Engine




















