Well, if you are going to get arrogant, I will tell you right now that I have plenty of experience writing 3D engines. I know all about texturing and what modern hardware can spit out. You need to read my posts a little bit more carefully.
As for real-time lighting and shadows? that has been done for years. What you really mean is ?real time pixel lighting and shadows?, which is a great deal more accurate (well, as accurate as you can get on any display that uses pixels). Even that is no longer a ?fantasy? by any means, though. I bought a book not long ago that described it in newbie terms exactly how to accomplish those things.
A revolutionary new process called ?shaders? have become extremely popular lately, and with them ?shader languages? ? basically, you reprogram how the video card processes things on a low-level, which makes all kinds of never-before-practical things very fast. All of those games you mentioned use these. True, they are not something most newbies bother with, but they are not exactly rocket science, either.
You can get real-time pixel-based lighting and shadows to run smoothly on any card that supports these shaders (and that is most). Where the tricks you spoke of come in is mostly in relation to combining this with super-high polygon levels and very high texture resolutions. That is where you need some fancy tricks up your sleeve. As for one light per scene, that is more or less a limitation of a fast shader program ? it is common practice to support more light sources, but only when coupled with fewer polygons and lower resolution graphics.
Those ?tricks? are quickly becoming more and more available in the 3D programming circles, though, so it won?t be long before most games come standard with them.
So you are both wrong.
