Handmade Hero Day 316 - Multiple Software Render Targets
Handmade Hero Day 317 - Alpha Blending Multiple Render Targets
Handmade Hero Day 326 - Vararg Functions
Handmade Hero Day 318 - Optimizing Render Target Blends and Clears
Handmade Hero Day 297 - Separating Entities into Z Layers
Handmade Hero Day 338 - Simulation-space Particles
Handmade Hero Day 315 - Un-reversing Sort Key Order
Handmade Hero Day 296 - Fog and Alpha for Layers
Handmade Hero Day 322 - Handling Multiple Display Aspect Ratios
Handmade Hero Day 324 - Moving Away from Multiple OpenGL Contexts
Handmade Hero Day 213 - Turning Debug Switches into Events
Handmade Hero Day 295 - Stacking Rooms for Z Layer Debugging
Handmade Hero Day 301 - Sorting with Sprite Bounds
Handmade Hero Day 310 - Finishing Sort Acceleration via Gridding
Handmade Hero Day 313 - Returning to Work on Z Layers
Handmade Hero Day 348 - Debugging Cutscene Z and Traversable Creation
Handmade Hero Day 166 - Adding Locks to the Asset Operations
#316 You Can Do This! Easy & Affordable Gifts with Authentique, Grafix & Stampendous
Handmade Hero Day 309 - Grid Partitioning for Overlap Testing
Handmade Hero Day 343 - Saving and Restoring Dynamically Allocated Memory Pages