@Usnul With all due respect but I feel you have misunderstood the aim of the project. It was always an important (maybe the most important) aspect of three.js to support developers with less experience in computer graphics in creating web-based 3D content. Of course it still requires a certain amount of know-how especially when implementing more complex applications. But videos like the following show that even the youngest can work with three.js
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Providing more high-level, editor-like tools will allow to open up the user base even more. That said, I think it’s not fair to state three.js does “not face the technological future”. Last year for example the project migrated the entire code base to ES6 modules and added TypeScript support. In the next step, the development group tries to find out how to remove legacy code ( examples/js) and adding more ES6 features like classes.
Besides, as mentioned by @mrdoob expect to see some movement in WebGPU and WebGL 2 this year. I’m sure stuff like MRT will land in the core over time. I’m currently trying to improve the support of multisampling FBOs. In this context, I’d like to highlight that our activities actually revealed a bug in Chrome’s multisampling FBO implementation. I would expect that other engines like BabylonJS which already provide broad WebGL 2 support could revealed such browser implementation issues a bit earlier. But obviously not…