Hi Santtu,
Originally Posted by: Santtu Syrjä 
A quick note at start : Beta seems to compile fine and most of the tests work, yet every one with animated texture/model or dynamic model does not work. Either texture is missing, model is missing or something (renders a "grid"). Same goes for UI stuff, I get error from FileCopy(or similar) function that the required DLLis already in use and crash. Are these things fixed in the next beta release?
This means you have to recompile, just to be sure clean your solution (this will delete all dlls in the bin folders) and rebuild everything. This gets rid of the error. I already fixed it after testing v0.8.6.1, but I did not want to build another patch already. In v0.8.7 this problem is gone and not longer a warning, just an info message that you should recompile.
Originally Posted by: Santtu Syrjä 
How to create an object at runtime, define vertices, normals, texcoords and colors?
Check out the GeometryHelper class in Delta.Rendering.Models, plus there is some functionality already in GeometryData in Delta.ContentSystem.Rendering.
Defining vertices is different, but very easy to do. You just define a VertexFormat (also in Delta.ContentSystem.Rendering) and use it when creating the Geometry. You can fill data with the helper methods in GeometryData, load from disk or do some own code for even better performance (directly write out a byte stream, see GeometryData on how that works).
In the future we will definitely have more tutorials about this available.
Originally Posted by: Santtu Syrjä 
And the scenegraph : is there a ready to use scenegraph base that transforms the child matrices when parent is changed? If not - is there a class that interfaces directly to graphics driver for push/pop matrix function or must we calculate the transformations in the cpu?
Not sure what you mean. For animated models (or cameras or whatever) you can use the Animation and Bone classes in Delta.ContentSystem.Rendering, but we don't have much in Delta.Engine.Game yet for advanced level handling, actors or scene graphs. Currently all game teams use their own code and we will try to find a good solution later.