Level Design in 2009

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BSP is out, dynamic lighting is in, how the heck do we design scenes nowadays? If you want good performance and efficient production, it's not quite as simple as just making an arbitrary mesh in 3ds max. This article describes the findings Rich and I have come up with over the last year of developing and using the engine. Although this is written mostly for Leadwerks Engine developers, the concepts are relevant to any modern renderer:
http://www.leadwerks.com/ccount/click.php?id=61

pretty interesting. is this how the levels in the leadwerks engine work?

It's how we are designing them. You can do it any way you want, but I found this works best for large-scale production.

..this is how every level I have so far is builted..nice read anyway..

Interesting read, always wondered how this was done.

Nice read. I had ideas of doing levels this way, just from a time savings point of view.