Handmade Hero Day 245 - Using wglChoosePixelFormatARB
Handmade Hero Day 246 - Moving Worker Context Creation to the Main Thread
Handmade Hero Day 244 - Finishing Asynchronous Texture Downloads
Handmade Hero Day 226 - Handling Multiple Metagame Modes
Handmade Hero Day 247 - Simplifying Debug Values
Handmade Hero Day 224 - Prefetching Cutscene Layers
Handmade Hero Day 430 - Stratifying and Multithreading the Lighting
Handmade Hero Day 238 - Making OpenGL Use Our Screen Coordinates
Handmade Hero Day 241 - OpenGL VSync and sRGB Extensions
Handmade Hero Day 248 - Cleaning Up Data Block Display
Handmade Hero Day 265 - Cleaning Up the UI Layout Code
Handmade Hero Day 405 - Crashing the Stream with a Fragment Shader
Handmade Hero Day 251 - Finishing the Debug Hierarchy
Handmade Hero Day 507 - LRU Texture Handle Reuse
Handmade Hero Day 400 - Adding an Ambient Occlusion Pass
Handmade Hero Day 129 - Adding Orthographic Projection
Handmade Hero Day 222 - Laying Out Cutscenes
Handmade Hero Day 249 - Cleaning Up Debug Macros
Handmade Hero Day 178 - Thread-safe Performance Counters
Handmade Hero Day 267 - Adding Per-Element Clipping Rectangles