Handmade Hero Day 420 - Pushing Lighting Information Directly
Handmade Hero Day 400 - Adding an Ambient Occlusion Pass
Handmade Hero Day 421 - Passing Lighting as Boxes
Handmade Hero Day 424 - Modifying Lighting to Use a Spatial Hierarchy
Handmade Hero Day 425 - Entity-based Lighting Storage
Handmade Hero Day 520 - Solving for Debug Camera Parameters
Handmade Hero Day 419 - Debugging Missing Lighting
Handmade Hero Day 596 - Fleshing Out Kd-Tree Traversal
Handmade Hero Day 230 - Refining Renderer Sort Keys
Handmade Hero Day 417 - Adding a Debug View for Lighting Points
Handmade Hero Day 429 - Multiresolution Light Sampling
Handmade Hero Day 415 - Per-primitive Lighting Samples
Handmade Hero Day 405 - Crashing the Stream with a Fragment Shader
Handmade Hero Day 011 - The Basics of Platform API Design
Handmade Hero Day 418 - Smoothing Light Samples Over Time
Handmade Hero Day 557 - Basic Dynamic Quad Output Optimizations
Handmade Hero Day 140 - Implementing a Sound Mixer
Handmade Hero Day 410 - Tracking Incident Light
Handmade Hero Day 268 - Consolidating Debug Links and Groups
Handmade Hero Day 430 - Stratifying and Multithreading the Lighting