Leadwerks

Any one tried this engine and is it any good the stats looks great:

Rendering

* Unified per-pixel lighting system with dynamic soft shadows; Every object casts and receives shadows.
* Point, spot, and directional lights.
* Masked shadows for tree and plant effects.
* Specular reflection and normal mapping.
* Parallax mapping.
* Fast instanced mesh rendering.
* Dynamic visibility determination, requiring no pre-placed portals or compiling.
* Hardware skinning for fast animation.
* Bloom, depth-of-field, motion blur, and other post-processing effects.
* Fast hardware particle effects.
* Seamless transitions between indoor and outdoor areas.
* Adjustable rendering viewports.
* Support for ambient occlusion maps.
* Render to any graphics context to create Windowed applications and tools.
* Render to texture.
* Lens flare effects.
* Dynamic shader management chooses from thousands of variations and compiles requested shaders on-the-fly.
* Open-ended materials and shader system.
* Use existing shaders or add your own.
* Optimized rendering pathways for Shader Model 4.0, with render fallbacks for older hardware.
* Features can be scaled to accommodate older hardware.
* Load textures from .dds, .png, .tga, .bmp, and .jpg files.


Meshes

* Load .obj, .md3, and .gmf meshes, or create meshes from scratch.
* Support for animated meshes with fast hardware skinning.
* Create box, cylinder, sphere, cone, and plane primitives.
* Support for arbitrary number of LOD versions.
* Fast mesh rendering using GPU instancing, if available.


Terrain

* Huge landscapes with up to 33 million triangles.
* Dynamic lighting and self-shadowing terrain allow day/night cycles and weather effects.
* Modify terrain in real time.
* Vegetation layers can simulate millions of plants.
* Alpha-blended tiling terrain.


Animation

* Hardware skinning for fast animation.
* Blend animations, or mix hard-coded actions or physics with animation.
* Attach weapons or items to animated limbs.
* Attach physics bodies to limbs for animated collision and locational damage.


Physics

* Support for multi-core CPU acceleration.
* Simulate thousands of rigid bodies.
* Create complex machines with ball, hinge, corkscrew, slider, universal, and fixed joints.
* Physics vehicles with any number and configuration of tires. (In progress)
* Extremely fast solver, with far greater stability than any other physics engine on the market.
* Collisions with polygon meshes, convex hulls, boxes, cylinders, cones, spheres, chamfer cylinders, and capsules, or compound collisions made up of any combination thereof.
* Player controller simulates player movement while participating in complex physics interactions. (In progress)
* Customizable collision system with support for any number and scheme of collision types and interactions.
* Powered by Newton Archimedes®.


Audio

* 3D sound positioning, spatialization, and attenuation.
* Load .wav and .ogg audio files.
* EAX audio effects like reverb simulate different acoustic environments.
* Seamless sound looping.


Programming

* DLL version can be used with virtually any programming language.
* Scripted engine requires no external language.
* Programmable in BlitzMax with a BMX module.
* Procedural interface allows full access to all features while maintaining a simple and straightforward API.
* Headers available for C++, C#, VB, and other languages.
* Abstract file system with no pre-defined folder structure.
* Load files from .zip packages directly into memory.
* Automatic caching and instancing of media files.