Quote: "too resource consuming and little freedo to customization since is not good always to dig to have water.. we need water on different planes, heights etc...
Unity or udk system like will be great..."
If we have a solid shader system, we can just apply one to a modeled plane and have all kinds of water in our games. We could already do this in FPSC Classic. (I admit, there where only few of us that had good results and I rarely saw it, however, I already had my own water in games as old as "Shavra : Dead Frequency".)
I do hope that FPSCR will (and most likely it will) support more of the great shaders that can run in DBPro. FPSCClassic was a little crippled there. If this happens, we can have all kinds of water effects...evolved proved that, Dark Goblin proved that too.
Its unlikely that you will get some drag and drop material function like you get in unity or udk. It will be more handmade but just as good looking...or almost
Quote: "very disappointing"
If you keep comparing it to unity or udk, you will keep getting disappointed. Its in an early stage and an indie-engine.
-Wolf
"When I contradict myself, I am telling the truth"
"absurdity has become necessity"