Handmade Hero Day 404 - Voxel-Indexed Lighting Samples
Handmade Hero Day 601 - Sketching Out the Walk Table Generator
Handmade Hero Day 034 - Tile Map Memory
Handmade Hero Day 297 - Separating Entities into Z Layers
Handmade Hero Day 400 - Adding an Ambient Occlusion Pass
Handmade Hero Day 418 - Smoothing Light Samples Over Time
Handmade Hero Day 393 - Planning Lighting from Depth Peels
Handmade Hero Day 225 - Fading In and Out from the Windows Desktop
Handmade Hero Day 445 - Cleaning Up Entity Creation
Handmade Hero Day 405 - Crashing the Stream with a Fragment Shader
Handmade Hero Day 406 - Getting a Graphics Debugger Working
Handmade Hero Day 385 - Trying Multisampled Depth Peels
Handmade Hero Day 407 - Starting to Debug Volume Textures
Handmade Hero Day 403 - Off-line Lighting and Per-vertex Reflectors
Handmade Hero Day 548 - Voxelizing Light Probes
Handmade Hero Day 421 - Passing Lighting as Boxes
Handmade Hero Day 143 - Pitch Shifting in the Mixer
Handmade Hero Day 414 - Improving Light Distribution
Handmade Hero Day 574 - Experimenting with Voxel Filters
Handmade Hero Day 433 - Optimizing Ray vs. AABB Intersections