# Pros and cons of three.js

**URL:** <https://discourse.threejs.org/t/pros-and-cons-of-three-js/7050>\
**Category:** Discussion\
**Created:** [April 12, 2019, 11:39am UTC](https://discourse.threejs.org/t/pros-and-cons-of-three-js/7050 "2019-04-12T11:39:56Z")\
**Posts on this page:** 1\
**Showing post:** 13

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**Author:** ![EliasHasle](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/eliashasle/32/3010_2.png) [@EliasHasle](https://discourse.threejs.org/u/EliasHasle)\
**Post date:** [September 29, 2019, 2:19pm UTC](https://discourse.threejs.org/t/pros-and-cons-of-three-js/7050/13 "2019-09-29T14:19:48Z")

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I would like to add to “cons” that there is no built-in support for spatial indexing, making exact raycasting, frustum culling and collision detection hopelessly inefficient in complex scenes.

I even think the complexity/maintenance argument against adding such a feature would be put to shame by all the power users who would gladly spend time ensuring it works for their project.

See e.g. [Fast raycasting and other spatial queries](https://discourse.threejs.org/t/fast-raycasting-and-other-spatial-queries/8402/3) and [https://github.com/mrdoob/three.js/issues/13909](https://github.com/mrdoob/three.js/issues/13909)

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