This function creates lights. Light types: LIGHT_POINT (0) emits in all directions from position (omnidirectional, has range attenuation), LIGHT_DIRECTIONAL (1) emits parallel rays in forward direction (sun/moon, infinite range, no attenuation, position irrelevant only rotation matters), LIGHT_SPOT (2) emits cone from position in forward direction (flashlight, has range and cone angle). Default properties: position=(0,0,0), rotation=(0,0,0), scale=(1,1,1), color=(1,1,1) white, intensity=1.0, range=10.0 world units, spotAngle=120 degrees (very wide cone). Use cases: (1) Point lights for lamps, torches, explosions (omnidirectional), (2) Directional lights for sun, moon (parallel infinite light), (3) Spot lights for flashlights, headlights, stage lights (cone-shaped), (4) Ambient occlusion (multiple point lights for soft lighting), (5) Dynamic lighting (moving lights for atmosphere). Common patterns: sun light=b3dCreateLight(1), b3dRotateEntity(light, -45, 0, 0) for angled sunlight, torch light=b3dCreateLight(0), b3dLightRange(light, 20), flashlight light=b3dCreateLight(2), b3dLightSpotAngle(light, 30). Typical usage: create light, configure properties (color, intensity, range, angle), position/rotate light, attach to entities for dynamic lights. Light positioning: use b3dPositionEntity to set world position, use b3dRotateEntity to set direction (important for directional and spot lights, forward is +Z in local space). Light configuration: use b3dLightColor for RGB color, b3dLightIntensity for brightness multiplier, b3dLightRange for attenuation distance (point/spot only), b3dLightSpotAngle for cone angle (spot only). Entity hierarchy: lights are entities (can be parented, moved, rotated like meshes), use b3dSetParent to attach light to moving entity (car headlights, player flashlight). Performance: lights have rendering cost (more lights = slower), use b3dSetActiveLightLimit to control max active lights per frame, prioritize closest/brightest lights. Related: b3dLightColor sets light color, b3dLightIntensity sets brightness, b3dLightRange sets attenuation distance, b3dLightSpotAngle sets cone angle for spots, b3dPositionEntity/RotateEntity position and orient light.