Wave3D Handbook
v0.1

Learn Wave3D,
one small scene at a time.

A self-study companion for WaveStudio: tutorial chapters for learning by making, a concept guide for understanding the language, and a curated API reference for looking up exact TypeScript.

Edition 0.1 Level Beginner → intermediate Evidence date September 1, 2026 Format Static HTML
On this page
  1. How to use this handbook
  2. What you are learning
  3. Five-minute start
  4. Read the first program
  5. Choose a learning path
  6. Evidence labels
  7. Official public sources

How to use this handbook

If you have ever wished Wave3D had a Python-style tutorial beside a Java-style reference, start here. The Tutorial teaches in a deliberate order. The Guide explains recurring ideas. The Reference records exact signatures for a useful core of the public API. The Examples combine those pieces into small projects.

You do not need to memorize everything. Read a lesson, type its short example into WaveStudio, run it, change one thing, and keep a note of what happened. When you encounter an unfamiliar name, look it up in the reference.

What this handbook is. It is a carefully sourced community learning aid built from Wave3D’s public website, public WaveStudio declaration files, and the published agent SDK README.

What it is not. It is not an official Wave3D manual and does not claim to document every one of the thousands of declared entries.

What you are learning

WaveStudio is a browser-based place to author Wave3D scenes with TypeScript. A scene can contain geometry, materials, lights, cameras, behavior, input, sound, world systems, and runtime UI. This handbook begins with the smallest useful vocabulary: create a shape, give it a name and color, place it, then make it react.

IdeaBeginner questionWave vocabulary
GeometryWhat shape am I making?waveCube, waveSphere, waveCylinder
AppearanceWhat should it look like?setColor, materials, lights
TransformWhere is it and which way does it face?placeAt, moveUp, turnRight, scaleTo
BehaviorWhat should happen later?after(...).do(...)
InputWhat should a key press do?myScene.director.whenPress

Declaration-checked example

Five-minute start

Open WaveStudio, find its code editor, replace the current experiment only if you are comfortable doing so, and type this small scene. Use WaveStudio’s current run control to evaluate it.

first-scene.ts
const star = new waveSphere(1, 32)
  .setName("star")
  .setColor(PALETTE.GOLD)
  .placeAt(0, 1, 0);

myScene.print("My first Wave3D scene", 18, PALETTE.WHITE);

  1. Run it once unchanged.
    Look for one gold sphere at coordinates (0, 1, 0) and a line of white scene text.
  2. Change one value.
    Try PALETTE.CYAN, or change the first constructor number from 1 to 1.5.
  3. Run again and describe the difference.
    This “change one thing” habit makes bugs easier to find.

Studio boundary. The public declarations verify the names and parameter types above. This handbook has not Clean-Run this snippet inside your current WaveStudio session, so it is labeled declaration-checked—not runtime-verified.

Read the first program

Read the shape-building expression from left to right:

  1. const star = gives the new object a code name that cannot be reassigned accidentally.
  2. new waveSphere(1, 32) calls the sphere constructor. Here 1 is its radius and 32 is its segment count.
  3. Each dot asks the same object to do one more thing. Wave methods commonly return this, so calls can be chained.
  4. setName("star") gives the object a scene name. Quotation marks make "star" a text value.
  5. placeAt(0, 1, 0) uses three coordinates: x, y, z.

The tutorial slows down each of these ideas and gives you a lab after every chapter.

Begin Chapter 1: Your first object →

Choose a learning path

First-time coder

Take Tutorial chapters 1–6 in order. Type every example, then finish the “change one thing” lab.

Start tutorial →

3D artist

Learn geometry, composition, and transforms first; then browse appearance, lighting, camera, and assets.

Start with shapes →

TypeScript developer

Read the authoring model and source boundaries, then use the curated reference beside the raw declarations.

Open the guide →

Teacher or club leader

Use the project examples as short workshops. Each project states its goal, expected result, and extension ideas.

Browse projects →

Know what kind of claim you are reading

The public declaration bundle is very large and mostly signature-level, not prose documentation. To avoid turning educated guesses into “facts,” every important example or claim belongs to one of these evidence classes.

LabelMeaningHow to use it
Official APIAn exact public declaration, allowed value, or statement from a Wave3D public page.Treat the signature as authoritative for the captured public version.
Declaration-checked exampleThe names and argument shapes agree with the captured .d.ts surface.Use it as a sound starting point, then run it in the current Studio.
Tutorial guidanceA teaching order, explanation, naming habit, or suggested exercise.Helpful advice, not a language rule.
Observed editor UIA description of the browser editor as observed during research.Expect buttons and layout to change as the product evolves.
Unknown / unverifiedBehavior the public signatures alone cannot establish.Check in WaveStudio or consult an official Wave3D source before relying on it.

Aliases are a common trap. WaveStudio exposes convenience names such as cube(), sphere(), and cylinder(). The canonical public classes are new waveCube(...), new waveSphere(...), and new waveCylinder(...), so those are what this handbook teaches.

Official public sources

This edition was assembled from the following public Wave3D materials. The declaration files are the complete source of truth for the captured TypeScript surface; this handbook is a curated map through it.

The published SDK identifies Wave Engine as free-to-use proprietary software, not open source or source available. Accordingly, this handbook stays inside the documented public authoring boundary and makes no claims about private implementation details.

Because public web software changes, check the live declarations when an exact signature matters. The Core API Reference links back to the raw sources and records the selected signatures used throughout the lessons.

Wave3D Handbook v0.1 · Community learning material based on official public sources · Wave3D and WaveStudio names belong to their respective owner.

Try “waveCube”, “moveUp”, “time”, or “keyboard”.