3D engine real-time lighting. How would you do it?

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I was planning on making massive use of dynamic vertex lighting via LightMesh. However, this proved to be too limited for me - in terms of actually dynamically lighting with them seems to involve a lot of complex math to light multiple meshes as though there was one light-source.

I soon realised that creating a dynamic light with LightMesh is sort of in the realms of being equipped with a degree in math. It seemed mathmatically logical to, instead of casting light, to merely create its final product. I looked at Quake's lighting system and it is clear that the dynamic lighting, in fact, is highly inaccurate - it's just you'd never notice unless you actually take a close look.