Handmade Hero Day 564 - Improving Trilinear Sampling Results
Handmade Hero Day 496 - Debugging Attachment Point Transforms
Handmade Hero Day 522 - Solving for Sorting Displacement
Handmade Hero Day 161 - Finishing the General Purpose Allocator
Handmade Hero Day 393 - Planning Lighting from Depth Peels
Handmade Hero Day 557 - Basic Dynamic Quad Output Optimizations
Handmade Hero Day 614 - Continuing Streamlining the Raycaster
Handmade Hero Day 543 - Moving Unpacked Entities from the Sim Region to World
Handmade Hero Day 574 - Experimenting with Voxel Filters
Handmade Hero Day 565 - Reconstructing Multiple Lights
Handmade Hero Day 570 - Distinguishing Between Lights and Occluders
Handmade Hero Day 566 - Moving to a Voxels-only Lighting Approach
Handmade Hero Day 501 - Importing Orphans
Handmade Hero Day 584 - Enabling Infinite-Bounce Lighting
Handmade Hero Day 521 - Debugging Missing Parent Pointers
Handmade Hero Day 021 - Loading Game Code Dynamically
Handmade Hero Day 587 - Optimizing the Specular to Diffuse Transform
Handmade Hero Day 582 - Converting Specular Maps to Diffuse
Handmade Hero Day 573 - Wiring Up Light Transport
Handmade Hero Day 552 - Generating Sampling Spheres into an INL