Handmade Hero Day 564 - Improving Trilinear Sampling Results
Handmade Hero Day 566 - Moving to a Voxels-only Lighting Approach
Handmade Hero Day 522 - Solving for Sorting Displacement
Handmade Hero Day 393 - Planning Lighting from Depth Peels
Handmade Hero Day 557 - Basic Dynamic Quad Output Optimizations
Handmade Hero Day 496 - Debugging Attachment Point Transforms
Handmade Hero Day 161 - Finishing the General Purpose Allocator
Handmade Hero Day 565 - Reconstructing Multiple Lights
Handmade Hero Day 573 - Wiring Up Light Transport
Handmade Hero Day 576 - Octahedral Encoding
Handmade Hero Day 553 - Improved Sphere Distributions
Handmade Hero Day 567 - Large to Small Voxel Transfer
Handmade Hero Day 526 - Single-Buffer Sound Streaming
Handmade Hero Day 021 - Loading Game Code Dynamically
Handmade Hero Day 614 - Continuing Streamlining the Raycaster
Handmade Hero Day 521 - Debugging Missing Parent Pointers
Handmade Hero Day 548 - Voxelizing Light Probes
Handmade Hero Day 579 - Debugging Octahedral Shading
Handmade Hero Day 570 - Distinguishing Between Lights and Occluders
Handmade Hero Day 584 - Enabling Infinite-Bounce Lighting