Handmade Hero Day 311 - Allowing Manual Sorting
Handmade Hero Day 310 - Finishing Sort Acceleration via Gridding
Handmade Hero Day 313 - Returning to Work on Z Layers
Handmade Hero Day 322 - Handling Multiple Display Aspect Ratios
Handmade Hero Day 318 - Optimizing Render Target Blends and Clears
Handmade Hero Day 314 - Breaking Sprites into Layers
Handmade Hero Day 301 - Sorting with Sprite Bounds
Handmade Hero Day 323 - Fixing Miscellaneous Bugs
Handmade Hero Day 324 - Moving Away from Multiple OpenGL Contexts
Handmade Hero Day 317 - Alpha Blending Multiple Render Targets
Handmade Hero Day 335 - Moving Entities on Boost Squares
Handmade Hero Day 312 - Cross-entity Manual Sorting
Handmade Hero Day 349 - Running Multiple Sim Regions
Handmade Hero Day 316 - Multiple Software Render Targets
Handmade Hero Day 296 - Fog and Alpha for Layers
Handmade Hero Day 315 - Un-reversing Sort Key Order
Handmade Hero Day 306 - Debugging Graph-based Sort
Handmade Hero Day 305 - Using Memory Arenas in the Platform Layer
Handmade Hero Day 297 - Separating Entities into Z Layers
Handmade Hero Day 326 - Vararg Functions