Handmade Hero Day 402 - Adding Raycasting to the Lighting
Handmade Hero Day 400 - Adding an Ambient Occlusion Pass
Handmade Hero Day 398 - Applying Lighting Back to Depth Peels
Handmade Hero Day 403 - Off-line Lighting and Per-vertex Reflectors
Handmade Hero Day 401 - Debugging Lighting Transfer
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 404 - Voxel-Indexed Lighting Samples
Handmade Hero Day 411 - Switching to Rectangular Lighting Elements
Handmade Hero Day 406 - Getting a Graphics Debugger Working
Handmade Hero Day 413 - Encoding Light Values
Handmade Hero Day 416 - Separating Lighting and Geometry Submission
Handmade Hero Day 568 - Debugging the Raycaster
Handmade Hero Day 418 - Smoothing Light Samples Over Time
Handmade Hero Day 412 - Debugging Voxel Interpolation
Handmade Hero Day 407 - Starting to Debug Volume Textures
Handmade Hero Day 584 - Enabling Infinite-Bounce Lighting
Handmade Hero Day 410 - Tracking Incident Light
Handmade Hero Day 417 - Adding a Debug View for Lighting Points
Handmade Hero Day 415 - Per-primitive Lighting Samples
Handmade Hero Day 396 - Rendering Lighting Information from the Game