Handmade Hero Day 570 - Distinguishing Between Lights and Occluders
Handmade Hero Day 572 - Scrolling the Lighting Voxel
Handmade Hero Day 574 - Experimenting with Voxel Filters
Handmade Hero Day 573 - Wiring Up Light Transport
Handmade Hero Day 571 - Adding a Light Hierarchy
Handmade Hero Day 014 - Platform-independent Game Memory
Handmade Hero Day 544 - Caching Unpacked Entities Across Frames
Handmade Hero Day 297 - Separating Entities into Z Layers
Handmade Hero Day 522 - Solving for Sorting Displacement
Handmade Hero Day 568 - Debugging the Raycaster
Handmade Hero Day 577 - Adding Octahedral Light Atlases
Handmade Hero Day 557 - Basic Dynamic Quad Output Optimizations
Handmade Hero Day 569 - Raycasting from Light Probe Locations
Handmade Hero Day 576 - Octahedral Encoding
Handmade Hero Day 537 - Filling Areas Around Rooms
Handmade Hero Day 534 - Heuristic Alpha Testing for Multi-Tile Import
Handmade Hero Day 587 - Optimizing the Specular to Diffuse Transform
Handmade Hero Day 500 - Saving HHAs Modified by the In-Game Editor
Handmade Hero | "Why start from scratch vs Using an engine? Why reinvent the wheel?"
Handmade Hero | new vs delete | struct vs class | How to get fired