great and easy for beginner to advanced v4 programmer like myself to use.the layout is user friendly, great instructions on teaching you how to get started,as long as you know some programming.I had to get this also for some friends of mine.Love all the options you have a freedom with this engine. looking forward to making some games and adding to greenlight.well now i have to get back to the drawing board and make a game.feel free to see all this offers and more in the section below.To see more scripts /models, tools and more goto their site>http://www.leadwerks.com/werkspace/files?showbanner=0
what you can do:"Features List"
OpenGL 4.0 deferred renderer with uniform lighting model supports any number of lights, all casting soft dynamic shadows.
Up to 32x hardware MSAA makes rendered images incredibly sharp and detailed.
Full support for vertex, fragment, geometry, and tessellation shaders.
Dynamic megatexture terrain provides fast rendering of terrains with many layers.
Hierarchical hardware occlusion queries provides fast visibility testing.
Hardware tessellation for dynamic real surface displacement on the GPU.
Normal mapping with specular and cubemap reflections.
Instanced rendering allows fast drawing of large volumes of objects.
Hardware skinning provides fast skinned animation.
Deferred transparency with multiple overlapping layers of shading.
Real-time mesh modification.
Trilinear and up to 16x anisotropic filtering.
Blend and transition animation sequences.
Extract animation sequences in the editor.
Automatic asset management reloads models and textures when they are modified from another application.
Drag and drop import of FBX, DDS, BMP, JPG, PNG, TGA, and PSD files.
Visual interface controls every aspect of the art pipeline.
Constructive solid geometry modeling tools.
Brush primitives include box, wedge, cylinder, sphere, arch, tube, and torus.
Automatic UV mapping.
Brush smooth groups.
Built-in lightmapper with light vector maps.
Built-in shader editor with instant visualization and error display.
Launch your game and debug the Lua virtual machine, for both Lua and C++ games.
Native user interface on each supported platform.
API design with an object-oriented command set lets you code any game.
Project manager automatically generates project files for Visual Studio, Xcode, and Eclipse.*
Code once, run anywhere.*
C++ and Lua work together in one application.*
Built-in script editor with debugger, code stepping, and syntax highlighting.
Visual flowgraph lets you connect objects to control game interactions.
Direct programming gives you control over your game's loop and program structure.
Entity scripts provide a per-object hook interface.
Script variables are exposed in the editor interface and reloaded in real-time.
Console executes script commands in real-time.
Dynamic navmesh pathfinding. Navigation paths automatically recalculate when the scene changes.
Navigation areas are displayed in the editor in real-time as you build your game level.
Character controller movement seamlessly integrated with physics and pathfinding systems.
Set entities to automatically chase another object.
Real-time particle editor with instant visualization.
Emission volumes include box, sphere, cylinder, tube, and cone.
Adjustable curve graph for alpha and scale.
Particle animation sheets with adjustable frame counts and layout.
Velocity-based rotation for directional particles like sparks.
Fast and accurate rigid body physics.
Constraints including hinge, ball, and sliding joints.
Automatic physics shape calculation.
Generate physics shapes in the editor from models or brushes.
Raycasting with lines or spheres.
3D sound spatialization.
Emit a sound from any entity.
Automatic channel management frees up unneeded channels.
Skip to any time in sound.
what you can do : "Features List^"