Oh i see, well AA and anisotropic filtering should be possible in any half-decent engine, especially if it can handle shaders it should handle that as well. Make sure you mention it to him. And tell him to find a fresnel water shader (i beleive thats its propper name) for the water, that will look best in that scene. There is one example with the Ogre engine SDK demos so he can rip it out and put it in his engine. Volumetric lights you can do by simply placing a bunch of quads as a box dropping around the window from inside with add texture blend mode of the light gradient. Works every time… And make sure to give us a link when it’s done in realtime so we can DL it. I never see people posting realtime demos of their game art. Whats up with that??
Bathhouse for techdemo
Fresnel is the right word. I’m using it for the reflections so that they are more pronounced the lower the angle you look at the water. The volumetrics is done the way you said (I think) with a box at every light, textured with a gradient. Or do you mean that he can do it in-engine?
I will most definitely post the final result here when it’s done. All that is left at the moment is to add a nice texture to the floor and a better ceiling texture. Bonus features would be normalmaps for everything, plants hanging from the ceiling, better paintings for the walls and maybe a statue in the middle of it all 
I think most people either don’t know how to get their stuff into a game engine, are too lazy to do it or think that a render looks better so why bother with realtime. Who knows 
Wohoo 5 stars 
As promised, here’s a preview of the scene in engine. No proper lighting and a lot of bloom (my friend likes bloom heh) but it gives you an idea of what it will look like. Got to love the fact that he named the engine “pie” 

The credit for everything but the model goes to my coder friend, he’s the one who brought it into the engine, created the water shader (and the Pie 3d engine, coded in Phyton :))
Glad you all like it, hopefully we will have a nicer version up soon!
I can finally see it in super real time (well, almost!). Wheeee!
Now make it fall apart with realtime dynamics. 
Hey, thats looks ace!
Caustics can be faked in a shader with two reflection textures and scrolling uv’s in different direction, I’m not a programmer, so I can’t tell how it should be done, but we did it this way at work, and it looks quite good.
Nice work, Urg! Love the refraction.
Can you beg your programmer to add a fresnel effect to the reflection? It would rock! And perhaps some bluish fog for the water.
Also, what’s up with programmers and ugly fonts? It must be in their genes 
Did someone mention fresnel? 

He will implement fog under water and some other nifty things eventually and I will try to add more pleasing things soon (petals on the water for example)
wooow, that is cool, to make it look real cool add some vegetation in there perhaps ivy trailling through the roof supports (or a climbing plant with petals the same as in water), and a couple of pot plats, oh and some nice morrocan tilling, and a fountain in that thing in the middle, and some fish, and, and and and
hyperventilate
just thinking about caustics, could you fake it by animating between two lighting bakes?
