Handmade Hero Day 427 - Debugging Lighting Flicker
Handmade Hero Day 437 - Switching to Precomputed Hemisphere Distributions
Handmade Hero Day 430 - Stratifying and Multithreading the Lighting
Handmade Hero Day 315 - Un-reversing Sort Key Order
Handmade Hero Day 497 - Starting on Asset System Cleanup
Handmade Hero Day 440 - Introduction to Function Approximation with Andrew Bromage
Handmade Hero Day 428 - Tracking Light Proportional to Photons per Second
Handmade Hero Day 429 - Multiresolution Light Sampling
Handmade Hero Day 436 - Spiral and Blue Noise Distributions on the Sphere
Handmade Hero Day 444 - Stubbing Out the World Generator
Handmade Hero Day 470 - Separating the Renderer Completely (Part 1)
Handmade Hero Day 416 - Separating Lighting and Geometry Submission
Handmade Hero Day 417 - Adding a Debug View for Lighting Points
Handmade Hero Day 292 - Implementing Snakes
Handmade Hero Day 240 - Moving the Renderer into a Third Tier
Handmade Hero Day 425 - Entity-based Lighting Storage
Handmade Hero Day 434 - Replacing the Pseudo-random Number Generator
Handmade Hero Day 433 - Optimizing Ray vs. AABB Intersections
Handmade Hero Day 439 - Testing Better Entropy
Handmade Hero Day 426 - Debugging Lighting Persistence
Handmade Hero Day 445 - Cleaning Up Entity Creation
Handmade Hero Day 415 - Per-primitive Lighting Samples
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 494 - Preparing Entity Pieces for Alignment Points
Handmade Hero Day 490 - Merging Debug and Developer UI