Handmade Hero Day 500 - Saving HHAs Modified by the In-Game Editor
Handmade Hero Day 400 - Adding an Ambient Occlusion Pass
Handmade Hero Day 501 - Importing Orphans
Handmade Hero Day 015 - Platform-independent Debug File I/O
Handmade Hero Day 499 - Unifying Debug and Editor Modes
Handmade Hero Day 450 - Supporting All Room Connection Directions
Handmade Hero Day 542 - Drawing Memory Occupancy Accurately
Handmade Hero Day 552 - Generating Sampling Spheres into an INL
Handmade Hero Day 566 - Moving to a Voxels-only Lighting Approach
Handmade Hero Day 553 - Improved Sphere Distributions
Handmade Hero Day 512 - Updating Assets via HHT Files
Handmade Hero Day 506 - Improving Camera Motion
Handmade Hero Day 481 - Encoding Cube UVs
Handmade Hero Day 504 - Exploring Camera Interpolation Alternatives
Handmade Hero Day 164 - Asset Processing with Windows Fonts
Handmade Hero Day 522 - Solving for Sorting Displacement
Handmade Hero Day 457 - Implementing PNG Reconstruction Filters
Handmade Hero Day 600 - Better AABB Normal Derivation
Handmade Hero Day 527 - Making a Stand-Alone Font Extractor
Handmade Hero Day 405 - Crashing the Stream with a Fragment Shader