ooohh.
I've only watched the movies so far but it looks extremly good.
Can't wait to get home and try the techdemo.
May I ask how your gameobjects are constructed?
Componentbased/datadriven or "hardcoded objects".
By hardcoded I mean for example, StaticMesh, PhysicsMesh, AnimatedMesh and so on.
I've been having several attempts at making a componentbased system but it's very tricky to get the components to work together in a flexible but yet userfriendly way.
Currently my gameobjects consists of two parts.
First a "blueprint" that defines the components and how they are connected and secondly a property/parameterlist that defines appearence, physical properties etc. etc.
For example a swinging door may consist of these components.
* Transform(Handles pos, ori and scale)
* Mesh(duh)
* Body
* Collider
* HingeJoint
Enough babbling but I find this topic extremely interesting and seeing how you obviosly mastered this I can't restrain myself from asking.