Handmade Hero Day 081 - Creating Ground with Overlapping Bitmaps
Handmade Hero Day 082 - Caching Composited Bitmaps
Handmade Hero Day 080 - Handling Traversables in the Collision Loop
Handmade Hero Day 089 - Renderer Push Buffer Entry Types
Handmade Hero Day 079 - Defining the Ground
Handmade Hero Day 056 - Switching from Tiles to Entities
Handmade Hero Day 071 - Converting to Full 3D Positioning
Handmade Hero Day 063 - Simulation Regions
Handmade Hero Day 076 - Entity Heights and Collision Detection
Handmade Hero Day 059 - Adding a Basic Familiar Entity
Handmade Hero Day 075 - Conditional Movement Based on Step Heights
Handmade Hero Day 062 - Basic Moving Projectiles
Handmade Hero Day 098 - Normal Map Code Cleanup
Handmade Hero Day 107 - Fading Z Layers
Handmade Hero Day 072 - Proper 3D Inclusion Tests
Handmade Hero Day 095 - Gamma-correct Premultiplied Alpha
Handmade Hero Day 099 - Test Environment Maps
Handmade Hero Day 064 - Mapping Entity Indexes to Pointers
Handmade Hero Day 070 - Exploration To-do List
Handmade Hero Day 201 - Isolating the Debug Code