Handmade Hero Day 418 - Smoothing Light Samples Over Time
Handmade Hero Day 417 - Adding a Debug View for Lighting Points
Handmade Hero Day 240 - Moving the Renderer into a Third Tier
Handmade Hero Day 419 - Debugging Missing Lighting
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 243 - Asynchronous Texture Downloads
Handmade Hero Day 416 - Separating Lighting and Geometry Submission
Handmade Hero Day 398 - Applying Lighting Back to Depth Peels
Handmade Hero Day 413 - Encoding Light Values
Handmade Hero Day 414 - Improving Light Distribution
Handmade Hero Day 401 - Debugging Lighting Transfer
Handmade Hero Day 427 - Debugging Lighting Flicker
Handmade Hero Day 405 - Crashing the Stream with a Fragment Shader
Handmade Hero Day 408 - Finishing Debugging Volume Textures
Handmade Hero Day 407 - Starting to Debug Volume Textures
Handmade Hero Day 412 - Debugging Voxel Interpolation
Handmade Hero Day 226 - Handling Multiple Metagame Modes
Handmade Hero Day 301 - Sorting with Sprite Bounds
Handmade Hero Day 268 - Consolidating Debug Links and Groups
Handmade Hero Day 424 - Modifying Lighting to Use a Spatial Hierarchy