Handmade Hero Day 168 - Rendering Lines of Text
Handmade Hero Day 166 - Adding Locks to the Asset Operations
Handmade Hero Day 031 - Tilemap Coordinate Systems
Handmade Hero Day 169 - Aligning Text to a Baseline
Handmade Hero Day 135 - Typed Asset Arrays
Handmade Hero Day 027 - Exploration-based Architecture
Handmade Hero Day 178 - Thread-safe Performance Counters
Handmade Hero Day 240 - Moving the Renderer into a Third Tier
Handmade Hero Day 163 - Asset Processing with STB TrueType
Handmade Hero Day 164 - Asset Processing with Windows Fonts
Handmade Hero Day 406 - Getting a Graphics Debugger Working
Handmade Hero Day 032 - Unified Position Representation
Handmade Hero Day 171 - Adding Font Metadata to the Asset Builder
Handmade Hero Day 167 - Finishing Win32 Font Glyph Extraction
Handmade Hero Day 110 - Unprojecting Screen Boundaries
Handmade Hero Day 291 - Hopping Monstar and Occupying Trees
Handmade Hero Day 132 - Asset Streaming
Handmade Hero Day 179 - Tracking Debug Information Over Time
Handmade Hero Day 176 - Introduction to Debug Infrastructure
Handmade Hero Day 134 - Mapping Assets to Bitmaps