I'm currently working on improving the light model in the CopperCube Game engine
. The current one works well, but for some cases, it doesn't look very nice. For example, it doesn't look very good when you have just a few very bright lights. I now have worked a bit on this, and the result so far works very well everywhere (showing an example scene where the old model really looks bad):
And with 'everywhere', I mean the fixed function pipeline for old hardware, static light mapping for slow hardware, dynamic lights, dynamic lights + dynamic shadows, for all platforms including Windows, Mac, Android and WebGL. The trick is that it needs to work everywhere, and look the same or at least very similar on all of them, without much performance loss.
I think based on this, I can also work on a more modern rendering pipeline in the future.