Handmade Hero Day 556 - Optimizing Depth Peeling and Multisample Resolves
Handmade Hero Day 555 - Looking for GPU Performance Issues
Handmade Hero Day 557 - Basic Dynamic Quad Output Optimizations
Handmade Hero Day 554 - Reducing GPU Memory Footprint
Handmade Hero Day 575 - Generalizing Code Reloading
Handmade Hero Day 543 - Moving Unpacked Entities from the Sim Region to World
Handmade Hero Day 381 - Two-pass Depth Peeling
Handmade Hero Day 550 - SIMD Raycast Point and Normal Computations
Handmade Hero Day 582 - Converting Specular Maps to Diffuse
Handmade Hero Day 564 - Improving Trilinear Sampling Results
Handmade Hero Day 546 - GPU MIP Mapping
Handmade Hero Day 558 - Assigning Lighting Probe Slots
Handmade Hero Day 559 - Experimenting with Fragment Light Sampling
Handmade Hero Day 581 - Preparing for Octahedral Indirect Lighting
Handmade Hero Day 544 - Caching Unpacked Entities Across Frames
Handmade Hero Day 533 - Importing Particles, Scenery, and Items
Handmade Hero Day 565 - Reconstructing Multiple Lights
Handmade Hero Day 397 - Converting Depth Peel Data to Lighting Data
Handmade Hero Day 567 - Large to Small Voxel Transfer
Handmade Hero Day 551 - Computing Probe to Probe Transmission