Handmade Hero Day 544 - Caching Unpacked Entities Across Frames
Handmade Hero Day 545 - Adding Ground Cover
Handmade Hero Day 546 - GPU MIP Mapping
Handmade Hero Day 587 - Optimizing the Specular to Diffuse Transform
Handmade Hero Day 554 - Reducing GPU Memory Footprint
Handmade Hero Day 547 - Starting the Move to Light Probes
Handmade Hero Day 509 - Creating Tags Files
Handmade Hero Day 543 - Moving Unpacked Entities from the Sim Region to World
Handmade Hero Day 542 - Drawing Memory Occupancy Accurately
Handmade Hero Day 541 - Adding Call Sites to the Arena Display
KILL TONY #544 - DAVE SMITH
Handmade Hero Day 584 - Enabling Infinite-Bounce Lighting
Handmade Hero Day 557 - Basic Dynamic Quad Output Optimizations
Handmade Hero Day 588 - Aligning Light Voxels with the Camera
Handmade Hero Day 583 - Streamlining the New Lighting Pipeline
Handmade Hero Day 495 - Improving the Alignment Editing UI
Handmade Hero Day 517 - Inserting and Rewriting HHT Alignment Points
Handmade Hero Day 550 - SIMD Raycast Point and Normal Computations
Handmade Hero Day 556 - Optimizing Depth Peeling and Multisample Resolves
Handmade Hero Day 498 - Finishing Asset System Cleanup