Handmade Hero Day 301 - Sorting with Sprite Bounds
Handmade Hero Day 302 - Confirming No Total Ordering
Handmade Hero Day 300 - Changing from Sort Keys to Sort Rules
Handmade Hero Day 350 - Multithreaded World Simulation
Handmade Hero Day 268 - Consolidating Debug Links and Groups
Handmade Hero Day 400 - Adding an Ambient Occlusion Pass
Handmade Hero Day 260 - Implementing Drill-down in the Profiler
Handmade Hero Day 322 - Handling Multiple Display Aspect Ratios
Handmade Hero Day 307 - Visualizing Sort Groups
Handmade Hero Day 304 - Building and Traversing Graphs
Handmade Hero Day 310 - Finishing Sort Acceleration via Gridding
Handmade Hero Day 309 - Grid Partitioning for Overlap Testing
Handmade Hero Day 296 - Fog and Alpha for Layers
Handmade Hero Day 340 - Cleaning Up World / Sim-Region Interactions
Handmade Hero Day 407 - Starting to Debug Volume Textures
Handmade Hero Day 348 - Debugging Cutscene Z and Traversable Creation
Handmade Hero Day 295 - Stacking Rooms for Z Layer Debugging
Handmade Hero Day 365 - Adjusting Sprite Cards to Counter Projection
Handmade Hero Day 444 - Stubbing Out the World Generator
Handmade Hero Day 450 - Supporting All Room Connection Directions