> For the complete documentation index, see [llms.txt](https://docs.libiengine.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.libiengine.com/litepaper/problems.md).

# Why We Had to Build Libi: The Limitations of Current 3D Tools

The multi $billion 3D content industry faces a critical bottleneck: creating immersive experiences requires specialized technical expertise, expensive software, and months of development time—locking out 99% of potential creators. Traditional game engines like Unity and Unreal were designed for downloaded applications, not the web, forcing devastating compromises when attempting browser deployment:

* Users face agonizing load times as entire experiences must download before interaction begins
* Developers struggle with complex codebases just to achieve basic functionality
* Businesses see 90%+ drop-off rates when asking users to download applications
* Collaboration is nearly impossible, with creators unable to work simultaneously in real-time

Meanwhile, the market is shifting dramatically. 40% of Gen Z now socializes more in 3D digital spaces than physical ones. Smart glasses and AR devices—projected to replace smartphones within the decade—depend entirely on instant, web-based experiences. The creators poised to build for this future are currently blocked by outdated tools built for a pre-web era.

Emerging technologies like AI-assisted creation, spatial computing, and decentralized economies demand a fundamentally new approach where experiences can adapt dynamically, update instantly, and scale infinitely—all impossible with engines that require compilation cycles and pre-loaded assets.

This isn't merely a technical problem but an economic one: billions in potential value remains unlocked because the tools to create and distribute 3D experiences remain inaccessible to the vast majority of creators, businesses, and users who need them.


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