Handmade Hero Day 311 - Allowing Manual Sorting
Handmade Hero Day 313 - Returning to Work on Z Layers
Handmade Hero Day 310 - Finishing Sort Acceleration via Gridding
Handmade Hero Day 314 - Breaking Sprites into Layers
Handmade Hero Day 323 - Fixing Miscellaneous Bugs
Handmade Hero Day 318 - Optimizing Render Target Blends and Clears
Handmade Hero Day 301 - Sorting with Sprite Bounds
Handmade Hero Day 324 - Moving Away from Multiple OpenGL Contexts
Handmade Hero Day 349 - Running Multiple Sim Regions
Handmade Hero Day 317 - Alpha Blending Multiple Render Targets
Handmade Hero Day 322 - Handling Multiple Display Aspect Ratios
Handmade Hero Day 383 - Fixing Depth Peel Artifacts
Handmade Hero Day 315 - Un-reversing Sort Key Order
Handmade Hero Day 316 - Multiple Software Render Targets
Handmade Hero Day 312 - Cross-entity Manual Sorting
Handmade Hero Day 306 - Debugging Graph-based Sort
Handmade Hero Day 339 - Debugging Particle Camera Offset Motion
Handmade Hero Day 296 - Fog and Alpha for Layers
Handmade Hero Day 326 - Vararg Functions
Handmade Hero Day 348 - Debugging Cutscene Z and Traversable Creation
Handmade Hero Day 308 - Debugging the Cycle Check
Handmade Hero Day 329 - Printing Out Floats Poorly
Handmade Hero Day 305 - Using Memory Arenas in the Platform Layer
Handmade Hero Day 340 - Cleaning Up World / Sim-Region Interactions
Handmade Hero Day 338 - Simulation-space Particles