Handmade Hero Day 405 - Crashing the Stream with a Fragment Shader
Handmade Hero Day 418 - Smoothing Light Samples Over Time
Handmade Hero Day 400 - Adding an Ambient Occlusion Pass
Handmade Hero Day 174 - Adding Sparse Unicode Support
Handmade Hero Day 392 - Creating Lighting Textures
Handmade Hero Day 412 - Debugging Voxel Interpolation
Handmade Hero Day 404 - Voxel-Indexed Lighting Samples
Handmade Hero Day 403 - Off-line Lighting and Per-vertex Reflectors
Handmade Hero Day 413 - Encoding Light Values
Handmade Hero Day 349 - Running Multiple Sim Regions
Handmade Hero Day 410 - Tracking Incident Light
Handmade Hero Day 407 - Starting to Debug Volume Textures
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 411 - Switching to Rectangular Lighting Elements
Handmade Hero Day 245 - Using wglChoosePixelFormatARB
Handmade Hero Day 225 - Fading In and Out from the Windows Desktop
Handmade Hero Day 414 - Improving Light Distribution
Handmade Hero Day 570 - Distinguishing Between Lights and Occluders
Handmade Hero Day 415 - Per-primitive Lighting Samples
Handmade Hero Day 408 - Finishing Debugging Volume Textures