Quote: "does your Ray-Cast command allow the visibility of the laser light?"
The ray-cast command does not cast light or do anything graphical. It tells you precisely where an invisible ray intersects a mesh object and gives you the 'normal of contact'. From this info, you yourself should be able to code the graphics that make the "beam" of light to the point of contact. In the demo version of the DLL, a textured-plain was used to simulate the laser sight on the wall. It is positioned and angled using the data from the raycast system.
Quote: "Then how could your software handle a correct reflection (angle) off of a shiney object like a mirror or metal?"
The raycast system provides the 'contact normal' of the surface that was impacted. You should be able to use the normal to cast further beams, make rebouding effects, etc... The normal is also used to align the laser decal to the surface of the wall in the demo.
To do something like a reflection, you would do some steps like this:
1) Cast a ray into your mesh
2) Get the contact point and contact normal of the hit (if any)
3) Calculate the rebound data using the feedback from step 2
4) Cast another ray from the point of contact using the rebound data from step 3
and so on and so forth...
In short, the DLL allows you to quickly get information for complex collision scenarios.
Then the limits are only your imagination (and computer power)