I know there are diffrent ways to make water with the game engine. After I searced some time i noticed UPBGE with the community patch was already able to to use reatime reflection and refraction. However this can be improved be using the depth transparency and the fresnel node input. Instead of using one material I used one for the reflection an one for the refraction (the one that conains the deph transparency). While reflection uses mix blend mode refraction uses multiply. Both materials contain four normal maps that get offst over time all in different directions this creates the impression of still (not flowing but animated waves) water in a lake. I think the results are quite amazing. Dont forget to play with the colorinfluence of the texture to get the best results. The refraction ( with color 67745F) has 0.79 color influence and reflection (with color 888888) 1.00 in my case. What do you think? I hope this helps someone.
*I can’t figure out how to remove or move this thread. I guess it would fit more to the game engine topic:(