   cheap dynamic lighting
  hidoes anyone know how they do in q3 and unreal their dynamic lighting?i am basically interested in the rocket launcher kind of effectwhen a rocket travels around it lights up the area around itdoes anyone know or have any ideas?thanks 
  i dont know, and its not cheap, but you could test the existing lights against the maximum number of lights allowed by the card and if one is available, use it.next less cheap would be a tree of increasibly large spheres that travel with the "rocket" from your bounds test, generate a volumetric gradient texture with a linear or exponential fall-off, and cast it with the proper alpha to simulate light(albeit poorly)finally, you could use the bounds test outlined above, to calculate the expected light, factor the normal of each face intersected, and blend a texture containing the resultant light addition with some type of additive blend.(irrationally expensive)finally you could write your own radiosity algorithm, and hopefully ,make it cheap enough to support more lights than D3D or OGL..Best of Luck   Dredd________________________________________"To die with your sword still in its sheath is most regrettable" -- Miyomoto Musashi ;  project a circle with falloff colorized onto the geometry you want the rocket glow on. this is how unreal and quake used to do it, and probably still do for some geometry. 