I haven't, but what precisely do you mean by cube lighting?
I've had an idea for a while that one could light characters with very realistic, almost radiosity like lighting as they move through an environment, simply by rendering a tiny cube map from their location and applying that with x2 multiply over the texture. This also would allow one to have dynamic lights affect the character, which is a neccessity because the lights themselves will not appear in a cube map rendering, nor does a cube map support HDIR... HRDI... HDRI.... Floating point lighting. So you use the dynamic lights to apply the heavy lighting and specular, and use the cube map to apply the more subtle radiosity style light.
I've had an idea for a while that one could light characters with very realistic, almost radiosity like lighting as they move through an environment, simply by rendering a tiny cube map from their location and applying that with x2 multiply over the texture. This also would allow one to have dynamic lights affect the character, which is a neccessity because the lights themselves will not appear in a cube map rendering, nor does a cube map support HDIR... HRDI... HDRI.... Floating point lighting. So you use the dynamic lights to apply the heavy lighting and specular, and use the cube map to apply the more subtle radiosity style light.