# Project Apartment

**URL:** <https://forum.castle-engine.io/t/project-apartment/1929>\
**Category:** 3D\
**Created:** [June 2, 2025, 1:41pm UTC](https://forum.castle-engine.io/t/project-apartment/1929 "2025-06-02T13:41:00Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)\
**Post date:** [June 11, 2025, 3:00pm UTC](https://forum.castle-engine.io/t/project-apartment/1929/4 "2025-06-11T15:00:12Z")

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Cool demo!

Note about engine future:

1. We currently feature 2 shadow algorithms, [shadow volumes](https://castle-engine.io/shadow_volumes) and [shadow maps](https://castle-engine.io/x3d_extensions_shadow_maps.php).

2. 

> [@AndryK](#):
>
> I already tried to make a large forest scene with a lake, but unfortunately the engine couldn’t handle 500 trees. Perhaps because of the shadows. Their polygonality was low.

That’s also something I’d like to investigate 🙂 Note that for trees, TCastleTransformReference and LODs could be very useful to have optimal rendering, see [this news](https://castle-engine.io/wp/2025/03/22/tcastletransformreference-improvements-intuitive-transformation-menu-items-to-duplicate-linked-edit-make-independent-copy-cooperates-with-lod-fixed-tcastlesticktosurface/).

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