Handmade Hero Day 423 - Modifying Lighting to Use a Spatial Hierarchy
Handmade Hero Day 422 - Raycasting AABBs Directly
Handmade Hero Day 425 - Entity-based Lighting Storage
Handmade Hero Day 571 - Adding a Light Hierarchy
Handmade Hero Day 424 - Modifying Lighting to Use a Spatial Hierarchy
Handmade Hero Day 240 - Moving the Renderer into a Third Tier
Handmade Hero Day 243 - Asynchronous Texture Downloads
Handmade Hero Day 315 - Un-reversing Sort Key Order
Handmade Hero Day 444 - Stubbing Out the World Generator
Handmade Hero Day 418 - Smoothing Light Samples Over Time
Handmade Hero Day 084 - Scrolling Ground Buffer
Handmade Hero Day 416 - Separating Lighting and Geometry Submission
Handmade Hero Day 414 - Improving Light Distribution
Handmade Hero Day 461 - Checking for File Date Changes
Handmade Hero Day 439 - Testing Better Entropy
Handmade Hero Day 407 - Starting to Debug Volume Textures
Handmade Hero Day 382 - Depth Peel Compositing
Handmade Hero Day 442 - Getting NSight Working
Handmade Hero Day 426 - Debugging Lighting Persistence
Handmade Hero Day 415 - Per-primitive Lighting Samples