Handmade Hero Day 550 - SIMD Raycast Point and Normal Computations
Handmade Hero Day 450 - Supporting All Room Connection Directions
Handmade Hero Day 547 - Starting the Move to Light Probes
Handmade Hero Day 551 - Computing Probe to Probe Transmission
Handmade Hero Day 544 - Caching Unpacked Entities Across Frames
Handmade Hero Day 545 - Adding Ground Cover
Handmade Hero Day 587 - Optimizing the Specular to Diffuse Transform
Handmade Hero Day 571 - Adding a Light Hierarchy
Handmade Hero Day 549 - Removing Old Lighting Lookups
Handmade Hero Day 566 - Moving to a Voxels-only Lighting Approach
Handmade Hero Day 537 - Filling Areas Around Rooms
Handmade Hero Day 532 - Finishing HHT-Based Font Importing
Handmade Hero Day 300 - Changing from Sort Keys to Sort Rules
Handmade Hero Day 554 - Reducing GPU Memory Footprint
Handmade Hero Day 574 - Experimenting with Voxel Filters
Handmade Hero Day 570 - Distinguishing Between Lights and Occluders
Handmade Hero Day 534 - Heuristic Alpha Testing for Multi-Tile Import
Handmade Hero Day 620 - Asset Tag Usage Code
Handmade Hero Day 548 - Voxelizing Light Probes
Handmade Hero Day 583 - Streamlining the New Lighting Pipeline