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I am very interested in buying Leadwerks Engine from Steam (only place it seems to be avaiable). However, I am completely new to game design and programming but have watched some videos on Youtube and just bought a C++ class on Udemy. I understand that using Lua and visual scripting will be easier to learn than C++ (described as hard to learn for beginners) from what I've read online. I have GIMP and Blender as my DCCs. Blender is hard to get into for me as I find the interface unintuitive but it is the only free option and I know about all the tutorials on Youtube about it and I plan to watch more. My PC is Windows 10 x64, Intel i5 6400T (w intel HD 530 graphics, so no Geforce or anything fancy), 8 GIGS RAM and 1TB 7200rpm harddrive. I think it will be sufficient since all of the Leadwerks games I've been playing from the game launcher play well on my PC, even with Intel HD 530 graphics. My question is this: Can I make a FPS game with enemies and item pickups as 2d sprites and also the FPS player weapon(s) as sprites.? Is there a flipbook to animate the sprites in Leadwerks? From what I've read online, in a true 3d engine the sprites in a FPS have to be flipped to face the player at all time otherwise obviously they will not be visible from certain angles since they have no depth. Is this hard or CPU intensive to make? I would assume that a FPS game with sprites is going to be less-resource heavy to run (and easier to make since 3d modeling in Blender is very intimidating while I can make sprites in GIMP and I know about getting rid of the background with Alpha color or something like this) than 3d models, am I right? Thank you for the support
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Will it be possible to use Leadwerks to simulate liquid, or gels, or beings, flowing over a landscape, such as a burst pipe, a leak from a petrol/gas tanker, or a lava flow down the side of a volcano or the eruption at the caldera. I was thinking of particles, having a mass, but also having properties like temperature, viscosity, heat loss, but instead of particles being free roaming, they have an attraction force to their neighbouring surfaces, which could be the ground or other particles, which increases with the viscosity. The could be given an initial velocity, which could be flowing or flying. For instance the lava eruption would initially fly then flow, when it hits the ground, it would transition from flying via splat processing, before starting a flow process, then if the ground disappeared, like over a ledge, there would be a pour transition back to flying. This could be used to simulate dams breaking, rivers overflowing, moving glaciers or avalanches, or even how crowds of people/zombies would behave if they were pushing though a cordon, or lemmings doing what they are most famous for. Once the movement stops, a final phase, which could be ignition, or evaporation, or seepage, or freezing.