Handmade Hero Day 395 - Basic Multigrid Lighting Down Iteration
Handmade Hero Day 396 - Rendering Lighting Information from the Game
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 400 - Adding an Ambient Occlusion Pass
Handmade Hero Day 399 - Creating a CPU-side Lighting Testbed
Handmade Hero Day 097 - Adding Normal Maps to the Pipeline
Handmade Hero Day 392 - Creating Lighting Textures
Handmade Hero Day 462 - Extracting Asset Tiles from Gridded PNGs
Handmade Hero Day 394 - Basic Multigrid Lighting Upward Iteration
Handmade Hero Day 393 - Planning Lighting from Depth Peels
Handmade Hero Day 398 - Applying Lighting Back to Depth Peels
Handmade Hero Day 566 - Moving to a Voxels-only Lighting Approach
Handmade Hero Day 096 - Introduction to Lighting
Handmade Hero Day 629 - Removing Entity Generators
Handmade Hero Day 391 - Planning Better Lighting
Handmade Hero Day 390 - Adding Simple Phong Lighting
Handmade Hero Day 102 - Transforming Normals Properly
Handmade Hero Day 104 - Switching to Y-is-up Render Targets
Handmade Hero Day 385 - Trying Multisampled Depth Peels
Handmade Hero Day 378 - Adding More Camera Behaviors