Handmade Hero Day 400 - Adding an Ambient Occlusion Pass
Handmade Hero Day 405 - Crashing the Stream with a Fragment Shader
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 489 - Implementing Undo and Redo
Handmade Hero Day 200 - Debug Element Layout
Handmade Hero Day 399 - Creating a CPU-side Lighting Testbed
Handmade Hero Day 415 - Per-primitive Lighting Samples
Handmade Hero Day 384 - Dynamically Responding to Render Settings
Handmade Hero Day 396 - Rendering Lighting Information from the Game
Handmade Hero Day 390 - Adding Simple Phong Lighting
Handmade Hero Day 660 - Randomized Overworld Layout
Handmade Hero Day 340 - Cleaning Up World / Sim-Region Interactions
Handmade Hero Day 391 - Planning Better Lighting
Handmade Hero Day 386 - Implementing a Custom Multisample Resolve
Handmade Hero Day 388 - Successful Multisampled Depth-Peeling
Handmade Hero Day 625 - Fixing the "Lighting" Bug
Handmade Hero Day 659 - Immediate-mode Level Generation
Handmade Hero Day 413 - Encoding Light Values