Handmade Hero Day 340 - Cleaning Up World / Sim-Region Interactions
Handmade Hero Day 343 - Saving and Restoring Dynamically Allocated Memory Pages
Handmade Hero Day 331 - Activating Entities by Brain
Handmade Hero Day 400 - Adding an Ambient Occlusion Pass
Handmade Hero Day 329 - Printing Out Floats Poorly
Handmade Hero Day 344 - Selective Memory Restoration
Handmade Hero Day 241 - OpenGL VSync and sRGB Extensions
Handmade Hero Day 128 - Push-time Transforms
Handmade Hero Day 272 - Explicit Movement Transitions
Handmade Hero Day 293 - Moving Familiars
Handmade Hero Day 431 - SIMD Raycasting
Handmade Hero Day 245 - Using wglChoosePixelFormatARB
Handmade Hero Day 305 - Using Memory Arenas in the Platform Layer
Handmade Hero Day 311 - Allowing Manual Sorting
Handmade Hero Day 254 - Reenabling Profiling
Handmade Hero Day 221 - Implementing Multi-layer Cutscenes
Handmade Hero Day 279 - Finishing World Chunk Entity Storage
Handmade Hero Day 303 - Trying Separate Y and Z Sorts
Handmade Hero Day 314 - Breaking Sprites into Layers
Handmade Hero Day 333 - Floor-relative Perspective Transforms