Handmade Hero Day 403 - Off-line Lighting and Per-vertex Reflectors
Handmade Hero Day 404 - Voxel-Indexed Lighting Samples
Handmade Hero Day 470 - Separating the Renderer Completely (Part 1)
Handmade Hero Day 398 - Applying Lighting Back to Depth Peels
Handmade Hero Day 243 - Asynchronous Texture Downloads
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 443 - Updating the Player Movement Code
Handmade Hero Day 430 - Stratifying and Multithreading the Lighting
Handmade Hero Day 461 - Checking for File Date Changes
Handmade Hero Day 439 - Testing Better Entropy
Handmade Hero Day 414 - Improving Light Distribution
Handmade Hero Day 440 - Introduction to Function Approximation with Andrew Bromage
Handmade Hero Day 418 - Smoothing Light Samples Over Time
Handmade Hero Day 415 - Per-primitive Lighting Samples
Handmade Hero Day 413 - Encoding Light Values
Handmade Hero Day 410 - Tracking Incident Light
Handmade Hero Day 412 - Debugging Voxel Interpolation
Handmade Hero Day 135 - Typed Asset Arrays
Handmade Hero Day 417 - Adding a Debug View for Lighting Points
Handmade Hero Day 402 - Adding Raycasting to the Lighting