Handmade Hero Day 399 - Creating a CPU-side Lighting Testbed
Handmade Hero Day 400 - Adding an Ambient Occlusion Pass
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 398 - Applying Lighting Back to Depth Peels
Handmade Hero Day 384 - Dynamically Responding to Render Settings
Handmade Hero Day 286 - Starting to Decouple Entity Behavior
Handmade Hero Day 298 - Improving Sort Keys Part 1
Handmade Hero Day 385 - Trying Multisampled Depth Peels
Handmade Hero Day 392 - Creating Lighting Textures
Handmade Hero Day 393 - Planning Lighting from Depth Peels
Handmade Hero Day 404 - Voxel-Indexed Lighting Samples
Handmade Hero Day 386 - Implementing a Custom Multisample Resolve
Handmade Hero Day 254 - Reenabling Profiling
Handmade Hero Day 380 - Attempting (and Failing) to Fix the Clock
Handmade Hero Day 387 - Further Attempts at Multisampled Depth Peeling
Handmade Hero Day 405 - Crashing the Stream with a Fragment Shader
Handmade Hero Day 230 - Refining Renderer Sort Keys
Handmade Hero Day 407 - Starting to Debug Volume Textures
Handmade Hero Day 383 - Fixing Depth Peel Artifacts
Handmade Hero Day 375 - Adding Distance-based Fog
Handmade Hero Day 224 - Prefetching Cutscene Layers
Handmade Hero Day 378 - Adding More Camera Behaviors
Handmade Hero Day 402 - Adding Raycasting to the Lighting
Handmade Hero Day 223 - Playing Multiple Cutscenes
Handmade Hero Day 268 - Consolidating Debug Links and Groups