Handmade Hero Day 401 - Debugging Lighting Transfer
Handmade Hero Day 400 - Adding an Ambient Occlusion Pass
Handmade Hero Day 410 - Tracking Incident Light
Handmade Hero Day 292 - Implementing Snakes
Handmade Hero Day 398 - Applying Lighting Back to Depth Peels
Handmade Hero Day 504 - Exploring Camera Interpolation Alternatives
Handmade Hero Day 281 - Animating the Camera Between Rooms
Handmade Hero Day 402 - Adding Raycasting to the Lighting
Handmade Hero Day 405 - Crashing the Stream with a Fragment Shader
Handmade Hero Day 399 - Creating a CPU-side Lighting Testbed
Handmade Hero Day 476 - Providing Convenient Camera Controls
Handmade Hero Day 392 - Creating Lighting Textures
Handmade Hero Day 408 - Finishing Debugging Volume Textures
Handmade Hero Day 418 - Smoothing Light Samples Over Time
Handmade Hero Day 415 - Per-primitive Lighting Samples
Handmade Hero Day 406 - Getting a Graphics Debugger Working
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 411 - Switching to Rectangular Lighting Elements
Handmade Hero Day 421 - Passing Lighting as Boxes
Handmade Hero Day 396 - Rendering Lighting Information from the Game