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  1. Hi the Unigine Community, Amazing app, I am pretty amazed of all the possibilities you offer ! I tried to look for a similar subject on this forum but couldn't find anything related I have this game in mind for ages about a medieval time and when I saw your video of "Heaven Benchmark" I found it was so close that I wander if it is possible to start from this architecture... and change things from the already made off scenary ? Youtube - Unigine Heaven Benchmark 4.0 (originally released in 2009) Thanks for creating the world of tomorrow, Hibonaparte from France
  2. [SOLVED] Reflection maps

    Hi everyone, I have been looking to optimize my water reflections, I have seen this thread and done the suggested steps. https://developer.unigine.com/forum/topic/1136-solved-how-to-improve-the-performance-of-multiple-objectwatermesh-in-one-scene/?hl=%2Bwater+%2Breflections#entry5779 I now want to add another LOD to my trees which is VERY low poly and only visible in the water's reflection, Not the viewport, to stop using high poly trees in reflections at all. I know I will need to use the reflection mapping to do this but I'm having problems. I can get it to not reflect, but I cannot g
  3. [SOLVED] Maps, append vs []

    Hello! I am new to Unigine and I am currently going through the UnigineScript documentation. Something that struck me is that I can not see a big difference between appending to a map and just setting a value. The documentation seems to recommend using append when inserting new values, so I am wondering if they are different in some way, maybe something regrading performance? Or perhaps it is just standard convention. What I mean is what is the difference between doing: int mymap[]; mymap["foo"] = "bar"; and: int mymap[]; mymap.append("foo", "bar"); The first one seems to me like