Handmade Hero Day 422 - Raycasting AABBs Directly
Handmade Hero Day 421 - Passing Lighting as Boxes
Handmade Hero Day 423 - Modifying Lighting to Use a Spatial Hierarchy
Handmade Hero Day 424 - Modifying Lighting to Use a Spatial Hierarchy
Handmade Hero Day 403 - Off-line Lighting and Per-vertex Reflectors
Handmade Hero Day 427 - Debugging Lighting Flicker
Handmade Hero Day 446 - Generating Possible Room Volumes
Handmade Hero Day 416 - Separating Lighting and Geometry Submission
Handmade Hero Day 411 - Switching to Rectangular Lighting Elements
Handmade Hero Day 413 - Encoding Light Values
Handmade Hero Day 425 - Entity-based Lighting Storage
Handmade Hero Day 418 - Smoothing Light Samples Over Time
Handmade Hero Day 437 - Switching to Precomputed Hemisphere Distributions
Handmade Hero Day 431 - SIMD Raycasting
Handmade Hero Day 419 - Debugging Missing Lighting
Handmade Hero Day 436 - Spiral and Blue Noise Distributions on the Sphere
Handmade Hero Day 426 - Debugging Lighting Persistence
Handmade Hero Day 410 - Tracking Incident Light
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 430 - Stratifying and Multithreading the Lighting