Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
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 396 - Rendering Lighting Information from the Game
Handmade Hero Day 286 - Starting to Decouple Entity Behavior
Handmade Hero Day 403 - Off-line Lighting and Per-vertex Reflectors
Handmade Hero Day 392 - Creating Lighting Textures
Handmade Hero Day 225 - Fading In and Out from the Windows Desktop
Handmade Hero Day 401 - Debugging Lighting Transfer
Handmade Hero Day 395 - Basic Multigrid Lighting Down Iteration
Handmade Hero Day 427 - Debugging Lighting Flicker
Handmade Hero Day 301 - Sorting with Sprite Bounds
Handmade Hero Day 230 - Refining Renderer Sort Keys
Handmade Hero Day 451 - Updating Unproject
Handmade Hero Day 439 - Testing Better Entropy
Handmade Hero Day 449 - Preventing Overlapping Rooms
Handmade Hero Day 174 - Adding Sparse Unicode Support
Handmade Hero Day 415 - Per-primitive Lighting Samples
Handmade Hero Day 438 - Switching to Cosine-weighted Poisson Sampling