Handmade Hero Day 398 - Applying Lighting Back to Depth Peels
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 399 - Creating a CPU-side Lighting Testbed
Handmade Hero Day 225 - Fading In and Out from the Windows Desktop
Handmade Hero Day 408 - Finishing Debugging Volume Textures
Handmade Hero Day 422 - Raycasting AABBs Directly
Handmade Hero Day 401 - Debugging Lighting Transfer
Handmade Hero Day 400 - Adding an Ambient Occlusion Pass
Handmade Hero Day 394 - Basic Multigrid Lighting Upward Iteration
Handmade Hero Day 387 - Further Attempts at Multisampled Depth Peeling
Handmade Hero Day 410 - Tracking Incident Light
Handmade Hero Day 402 - Adding Raycasting to the Lighting
Handmade Hero Day 378 - Adding More Camera Behaviors
Handmade Hero Day 405 - Crashing the Stream with a Fragment Shader
Handmade Hero Day 407 - Starting to Debug Volume Textures
Handmade Hero Day 406 - Getting a Graphics Debugger Working
Handmade Hero Day 386 - Implementing a Custom Multisample Resolve
Handmade Hero Day 413 - Encoding Light Values
Handmade Hero Day 385 - Trying Multisampled Depth Peels
Handmade Hero Day 174 - Adding Sparse Unicode Support