Handmade Hero Day 305 - Using Memory Arenas in the Platform Layer
Handmade Hero Day 304 - Building and Traversing Graphs
Handmade Hero Day 014 - Platform-independent Game Memory
Handmade Hero Day 301 - Sorting with Sprite Bounds
Handmade Hero Day 306 - Debugging Graph-based Sort
Handmade Hero Day 340 - Cleaning Up World / Sim-Region Interactions
Handmade Hero Day 313 - Returning to Work on Z Layers
Handmade Hero Day 302 - Confirming No Total Ordering
Handmade Hero Day 293 - Moving Familiars
Handmade Hero Day 317 - Alpha Blending Multiple Render Targets
Handmade Hero Day 303 - Trying Separate Y and Z Sorts
Handmade Hero Day 542 - Drawing Memory Occupancy Accurately
Handmade Hero Day 318 - Optimizing Render Target Blends and Clears
Handmade Hero Day 326 - Vararg Functions
Handmade Hero Day 296 - Fog and Alpha for Layers
Handmade Hero Day 034 - Tile Map Memory
Handmade Hero Day 343 - Saving and Restoring Dynamically Allocated Memory Pages
Handmade Hero Day 339 - Debugging Particle Camera Offset Motion
Handmade Hero Day 310 - Finishing Sort Acceleration via Gridding
Handmade Hero Day 338 - Simulation-space Particles