Handmade Hero Day 394 - Basic Multigrid Lighting Upward Iteration
Handmade Hero Day 400 - Adding an Ambient Occlusion Pass
Handmade Hero Day 392 - Creating Lighting Textures
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 395 - Basic Multigrid Lighting Down Iteration
Handmade Hero Day 393 - Planning Lighting from Depth Peels
Handmade Hero Day 396 - Rendering Lighting Information from the Game
Handmade Hero Day 003 - Allocating a Backbuffer
Handmade Hero Day 399 - Creating a CPU-side Lighting Testbed
Handmade Hero Day 398 - Applying Lighting Back to Depth Peels
Handmade Hero Day 384 - Dynamically Responding to Render Settings
Handmade Hero Day 380 - Attempting (and Failing) to Fix the Clock
Handmade Hero Day 296 - Fog and Alpha for Layers
Handmade Hero Day 378 - Adding More Camera Behaviors
Handmade Hero Day 614 - Continuing Streamlining the Raycaster
Handmade Hero Day 564 - Improving Trilinear Sampling Results
Handmade Hero Day 565 - Reconstructing Multiple Lights
Handmade Hero Day 401 - Debugging Lighting Transfer
Handmade Hero Day 389 - Adding Simple Lighting
Handmade Hero Day 382 - Depth Peel Compositing