Handmade Hero Day 554 - Reducing GPU Memory Footprint
Handmade Hero Day 555 - Looking for GPU Performance Issues
Handmade Hero Day 587 - Optimizing the Specular to Diffuse Transform
Handmade Hero Day 546 - GPU MIP Mapping
Handmade Hero Day 556 - Optimizing Depth Peeling and Multisample Resolves
Handmade Hero Day 550 - SIMD Raycast Point and Normal Computations
Handmade Hero Day 578 - Sampling Octahedral Atlases
Handmade Hero Day 584 - Enabling Infinite-Bounce Lighting
Handmade Hero Day 543 - Moving Unpacked Entities from the Sim Region to World
Handmade Hero Day 564 - Improving Trilinear Sampling Results
Handmade Hero Day 099 - Test Environment Maps
Handmade Hero Day 533 - Importing Particles, Scenery, and Items
Handmade Hero Day 585 - Centralized Light Atlas Handling
Handmade Hero Day 576 - Octahedral Encoding
Handmade Hero Day 526 - Single-Buffer Sound Streaming
Handmade Hero Day 573 - Wiring Up Light Transport
Handmade Hero Day 535 - Minor Art Update, Reenabling Particles, Glove Fixes
Handmade Hero Day 545 - Adding Ground Cover
Handmade Hero Day 583 - Streamlining the New Lighting Pipeline
Handmade Hero Day 515 - Debugging HHT to HHA Packing