Handmade Hero Day 400 - Adding an Ambient Occlusion Pass
Handmade Hero Day 600 - Better AABB Normal Derivation
Handmade Hero Day 301 - Sorting with Sprite Bounds
Handmade Hero Day 393 - Planning Lighting from Depth Peels
Handmade Hero Day 405 - Crashing the Stream with a Fragment Shader
Handmade Hero Day 200 - Debug Element Layout
Handmade Hero Day 396 - Rendering Lighting Information from the Game
Handmade Hero Day 415 - Per-primitive Lighting Samples
Handmade Hero Day 660 - Randomized Overworld Layout
Handmade Hero Day 340 - Cleaning Up World / Sim-Region Interactions
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 245 - Using wglChoosePixelFormatARB
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 384 - Dynamically Responding to Render Settings
Handmade Hero Day 450 - Supporting All Room Connection Directions
Handmade Hero Day 394 - Basic Multigrid Lighting Upward Iteration
Handmade Hero Day 410 - Tracking Incident Light
Handmade Hero Day 388 - Successful Multisampled Depth-Peeling
Handmade Hero Day 250 - Cleaning Up Debug GUIDs