Handmade Hero Day 112 - A Mental Model of CPU Performance
Handmade Hero Day 113 - Simple Performance Counters
Handmade Hero Day 115 - SIMD Basics
Handmade Hero Day 111 - Resolution-Independent Ground Chunks
Handmade Hero Day 025 - Finishing the Win32 Prototyping Layer
Handmade Hero Day 114 - Preparing a Function for Optimization
Handmade Hero Day 236 - GPU Conceptual Overview
Handmade Hero Day 228 - Waiting for Dependent Tasks on Metagame Mode Changes
Handmade Hero Day 122 - Introduction to Multithreading
Handmade Hero | Getting rid of the OOP mindset
Handmade Hero Day 105 - Cleaning Up the Renderer API
Handmade Hero Day 089 - Renderer Push Buffer Entry Types
Handmade Hero Day 116 - Converting Math Operations to SIMD
Handmade Hero Day 130 - Seamless Bilinear Tiling
Handmade Hero Day 138 - Loading WAV Files
Handmade Hero Day 118 - Wide Unpacking and Masking
Handmade Hero Day 109 - Resolution-Independent Rendering
Handmade Hero Day 035 - Basic Sparse Tilemap Storage
Handmade Hero Day 099 - Test Environment Maps
Handmade Hero Chat 017 - Modern x64 Architectures and the Cache