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 396 - Rendering Lighting Information from the Game
Handmade Hero Day 225 - Fading In and Out from the Windows Desktop
Handmade Hero Day 399 - Creating a CPU-side Lighting Testbed
Handmade Hero Day 392 - Creating Lighting Textures
Handmade Hero Day 155 - Introduction to Particle Systems
Handmade Hero Day 286 - Starting to Decouple Entity Behavior
Handmade Hero Day 395 - Basic Multigrid Lighting Down Iteration
Handmade Hero Day 403 - Off-line Lighting and Per-vertex Reflectors
Handmade Hero Day 438 - Switching to Cosine-weighted Poisson Sampling
Handmade Hero Day 439 - Testing Better Entropy
Handmade Hero Day 230 - Refining Renderer Sort Keys
Handmade Hero Day 418 - Smoothing Light Samples Over Time
Handmade Hero Day 394 - Basic Multigrid Lighting Upward Iteration
Handmade Hero Day 401 - Debugging Lighting Transfer
Handmade Hero Day 174 - Adding Sparse Unicode Support
Handmade Hero Day 411 - Switching to Rectangular Lighting Elements
Handmade Hero Day 430 - Stratifying and Multithreading the Lighting