Handmade Hero Day 391 - Planning Better Lighting
Handmade Hero Day 392 - Creating Lighting Textures
Handmade Hero Day 393 - Planning Lighting from Depth Peels
Handmade Hero Day 404 - Voxel-Indexed Lighting Samples
Handmade Hero Day 418 - Smoothing Light Samples Over Time
Handmade Hero Day 399 - Creating a CPU-side Lighting Testbed
Handmade Hero Day 390 - Adding Simple Phong Lighting
Handmade Hero Day 388 - Successful Multisampled Depth-Peeling
Handmade Hero Day 398 - Applying Lighting Back to Depth Peels
Handmade Hero Day 421 - Passing Lighting as Boxes
Handmade Hero Day 389 - Adding Simple Lighting
Handmade Hero Day 050 - Basic Minkowski-based Collision Detection
Handmade Hero Day 395 - Basic Multigrid Lighting Down Iteration
Handmade Hero Day 459 - Partitioning the PNG Reader for Integration
Handmade Hero Day 396 - Rendering Lighting Information from the Game
Handmade Hero Day 405 - Crashing the Stream with a Fragment Shader
Handmade Hero Day 548 - Voxelizing Light Probes
Handmade Hero Day 394 - Basic Multigrid Lighting Upward Iteration
Handmade Hero Day 378 - Adding More Camera Behaviors
Handmade Hero Day 385 - Trying Multisampled Depth Peels