Handmade Hero Day 420 - Pushing Lighting Information Directly
Handmade Hero Day 421 - Passing Lighting as Boxes
Handmade Hero Day 400 - Adding an Ambient Occlusion Pass
Handmade Hero Day 425 - Entity-based Lighting Storage
Handmade Hero Day 418 - Smoothing Light Samples Over Time
Handmade Hero Day 240 - Moving the Renderer into a Third Tier
Handmade Hero Day 414 - Improving Light Distribution
Handmade Hero Day 407 - Starting to Debug Volume Textures
Handmade Hero Day 413 - Encoding Light Values
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 412 - Debugging Voxel Interpolation
Handmade Hero Day 011 - The Basics of Platform API Design
Handmade Hero Day 415 - Per-primitive Lighting Samples
Handmade Hero Day 419 - Debugging Missing Lighting
Handmade Hero Day 346 - Consolidating Memory Block Headers
Handmade Hero Day 410 - Tracking Incident Light
Handmade Hero Day 429 - Multiresolution Light Sampling
Handmade Hero Day 417 - Adding a Debug View for Lighting Points
Handmade Hero Day 416 - Separating Lighting and Geometry Submission
Handmade Hero Day 405 - Crashing the Stream with a Fragment Shader