Handmade Hero Day 374 - Debugging Z Transform and Bias
Handmade Hero Day 375 - Adding Distance-based Fog
Handmade Hero Day 372 - Using Strictly OpenGL Core Profile
Handmade Hero Day 373 - Inverting the Full 3D Transform
Handmade Hero Day 350 - Multithreaded World Simulation
Handmade Hero Day 377 - Improving Collision Volumes and the Camera
Handmade Hero Day 376 - Drawing Debug Volumes
Handmade Hero Day 398 - Applying Lighting Back to Depth Peels
Handmade Hero Day 400 - Adding an Ambient Occlusion Pass
Handmade Hero Day 399 - Creating a CPU-side Lighting Testbed
Handmade Hero Day 384 - Dynamically Responding to Render Settings
Handmade Hero Day 392 - Creating Lighting Textures
Handmade Hero Day 378 - Adding More Camera Behaviors
Handmade Hero Day 401 - Debugging Lighting Transfer
Handmade Hero Day 382 - Depth Peel Compositing
Handmade Hero Day 386 - Implementing a Custom Multisample Resolve
Handmade Hero Day 360 - Moving the Perspective Divide to OpenGL
Handmade Hero Day 387 - Further Attempts at Multisampled Depth Peeling
Handmade Hero Day 593 - Debugging Lighting Validation
Handmade Hero Day 388 - Successful Multisampled Depth-Peeling