Is it possible to achieve a real anisotropic direction map in BGE?

Is it possible to achieve a real anisotropic direction map in BGE?
Like what is possible in UDK:
http://udn.epicgames.com/Three/AnisotropicLighting.html
I managed to “fake it” by using the specular channel of a material with a derivative map…
But the result is not totally satisfying because it’s faking a volume and not just the tangents…

So do you know if it’s possible to achieve it with the nodes??