Handmade Hero Day 421 - Passing Lighting as Boxes
Handmade Hero Day 422 - Raycasting AABBs Directly
Handmade Hero Day 414 - Improving Light Distribution
Handmade Hero Day 436 - Spiral and Blue Noise Distributions on the Sphere
Handmade Hero Day 425 - Entity-based Lighting Storage
Handmade Hero Day 420 - Pushing Lighting Information Directly
Handmade Hero Day 416 - Separating Lighting and Geometry Submission
Handmade Hero Day 437 - Switching to Precomputed Hemisphere Distributions
Handmade Hero Day 415 - Per-primitive Lighting Samples
Handmade Hero Day 443 - Updating the Player Movement Code
Handmade Hero Day 446 - Generating Possible Room Volumes
Handmade Hero Day 278 - Moving Entity Storage into World Chunks
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 438 - Switching to Cosine-weighted Poisson Sampling
Handmade Hero Day 424 - Modifying Lighting to Use a Spatial Hierarchy
Handmade Hero Day 410 - Tracking Incident Light
Handmade Hero Day 427 - Debugging Lighting Flicker
Handmade Hero Day 439 - Testing Better Entropy
Handmade Hero Day 429 - Multiresolution Light Sampling
Handmade Hero Day 417 - Adding a Debug View for Lighting Points