If you mean that wonderful water with waves and stuff of the other videos it's probably very complicated to be implement in SE, also because it requires real-time reflections and those cannot be easily implemented since water it's not a flat plane (like in 99% of games) but a sphere that covers the whole planet.
Well, proland deal with this feature pretty well, outerra too.
> But Artur-desu, those are pre-rendered closed systems with optimizations specially made for those specific environments, therefore, not only those games handle the water better, but you need to consider different parameters for different fluids in another planets and such, b-baka!
dang right, but better shaders would be nice.