static void CreateEntitiesWhichNotSynchronizedViaNetwork()
        {
            //ground
            {
                StaticMesh staticMesh = (StaticMesh)Entities.Instance.Create(
                    "StaticMesh", Map.Instance);
                staticMesh.SplitGeometry          = true;
                staticMesh.SplitGeometryPieceSize = new Vec3(10, 10, 10);
                staticMesh.MeshName           = "Models\\DefaultBox\\DefaultBox.mesh";
                staticMesh.ForceMaterial      = "Ball";
                staticMesh.Position           = new Vec3(0, 0, -.5f);
                staticMesh.Scale              = new Vec3(50, 50, 1);
                staticMesh.CastDynamicShadows = false;
                staticMesh.PostCreate();
            }

            //SkyBox
            {
                Entity skyBox = Entities.Instance.Create("SkyBox", Map.Instance);
                skyBox.PostCreate();
            }

            //Light
            {
                Light light = (Light)Entities.Instance.Create("Light", Map.Instance);
                light.LightType     = RenderLightType.Directional;
                light.SpecularColor = new ColorValue(1, 1, 1);
                light.Position      = new Vec3(0, 0, 10);
                light.Rotation      = new Angles(120, 50, 330).ToQuat();
                light.PostCreate();
            }
        }
        static void CreateEntitiesWhichNotSynchronizedViaNetwork()
        {
            //ground
            {
                //create materials from the code
                ShaderBaseMaterial[] materials = new ShaderBaseMaterial[7];
                {
                    for (int n = 0; n < materials.Length; n++)
                    {
                        string materialName = HighLevelMaterialManager.Instance.GetUniqueMaterialName(
                            "ExampleOfProceduralMapCreation_Ground");
                        ShaderBaseMaterial material = (ShaderBaseMaterial)HighLevelMaterialManager.Instance.CreateMaterial(
                            materialName, "ShaderBaseMaterial");
                        material.Diffuse1Map.Texture = string.Format("Types\\Vegetation\\Trees\\Textures\\Bark{0}A.dds", n + 1);
                        material.NormalMap.Texture   = string.Format("Types\\Vegetation\\Trees\\Textures\\Bark{0}A_N.dds", n + 1);
                        material.SpecularColor       = new ColorValue(1, 1, 1);
                        material.SpecularMap.Texture = string.Format("Types\\Vegetation\\Trees\\Textures\\Bark{0}A_S.dds", n + 1);
                        material.PostCreate();

                        materials[n] = material;
                    }
                }

                //create objects with collision body
                EngineRandom random = new EngineRandom(0);
                for (float y = -35; y < 35; y += 5)
                {
                    for (float x = -35; x < 35; x += 2.5f)
                    {
                        StaticMesh staticMesh = (StaticMesh)Entities.Instance.Create("StaticMesh", Map.Instance);
                        staticMesh.MeshName = "Base\\Simple Models\\Box.mesh";

                        ShaderBaseMaterial material = materials[random.Next(0, 6)];
                        staticMesh.ForceMaterial = material.Name;                        //"DarkGray";

                        staticMesh.Position           = new Vec3(x, y, -1.0f);
                        staticMesh.Scale              = new Vec3(2.5f, 5, 2);
                        staticMesh.CastDynamicShadows = false;
                        staticMesh.PostCreate();
                    }
                }
            }

            //SkyBox
            {
                Entity skyBox = Entities.Instance.Create("SkyBox", Map.Instance);
                skyBox.PostCreate();
            }

            //Light
            {
                Light light = (Light)Entities.Instance.Create("Light", Map.Instance);
                light.LightType     = RenderLightType.Directional;
                light.SpecularColor = new ColorValue(1, 1, 1);
                light.Position      = new Vec3(0, 0, 10);
                light.Rotation      = new Angles(120, 50, 330).ToQuat();
                light.PostCreate();
            }
        }