...oh yes the trick which tricked me into believing that DBC could handle such advanced stuff...
That, and the mighty drop menu at the top of the editor with grayed out links to various media creation tools, which i expected to be available by buying the full version. Nope, those were still nothing more but links... damn...
Anyways, that trick is fun on the thinking side, but seems a bit dated now.
My point of view on the shadow topic:
Just don't expect high speed with this many shadow casting, period. It is not DBP's fault, it is a very expensive piece of calculation. There exist bit faster solutions, especially out of DBP however. But optimization is in high demand in any case. Switch shadow off on far objects, and check the number of objects (by complexity, poly count!) already having it on so you can have a filter if the engine can take any more to be activated or not. These are games, not prerendered animations, even the most awesome AAA products have awkward popups and funny stuff going on even today.
-In.Dev.X: A unique heavy story based shoot'em ~35%
-CoreFleet: An underground commander unit based RTS ~15%
-TailsVSEggman: An Sonic themed RTS under development for idea presentation to Sega ~15%