Handmade Hero Day 275 - Passing Rotation and Shear to the Renderer
Handmade Hero Day 274 - Dynamic Animation with Springs
Handmade Hero Day 278 - Moving Entity Storage into World Chunks
Handmade Hero Day 277 - The Sparse Entity System
Handmade Hero Day 351 - Optimizing Multithreaded Simulation Regions
Handmade Hero Day 270 - Making Traversable Points
Handmade Hero Day 286 - Starting to Decouple Entity Behavior
Handmade Hero Day 279 - Finishing World Chunk Entity Storage
Handmade Hero Day 276 - Tuning the Body Animation
Handmade Hero Day 172 - Extracting Kerning Tables from Windows
Handmade Hero Day 260 - Implementing Drill-down in the Profiler
Handmade Hero Day 366 - Adding Cubes to the Renderer
Handmade Hero Day 225 - Fading In and Out from the Windows Desktop
Handmade Hero Day 012 - Platform-independent Sound Output
Handmade Hero Day 250 - Cleaning Up Debug GUIDs
Handmade Hero Day 272 - Explicit Movement Transitions
Handmade Hero Day 265 - Cleaning Up the UI Layout Code
Handmade Hero Day 254 - Reenabling Profiling
Handmade Hero Day 271 - Hybrid Tile-based Movement
Handmade Hero Day 218 - Hashing Debug Elements