Handmade Hero Day 587 - Optimizing the Specular to Diffuse Transform
Handmade Hero Day 588 - Aligning Light Voxels with the Camera
Handmade Hero Day 544 - Caching Unpacked Entities Across Frames
Handmade Hero Day 586 - Finishing Indirect Diffuse Sampling
Handmade Hero Day 589 - Aligning Sampling Spheres with the Octahedral Map
Handmade Hero Day 585 - Centralized Light Atlas Handling
Handmade Hero Day 583 - Streamlining the New Lighting Pipeline
Handmade Hero Day 582 - Converting Specular Maps to Diffuse
Handmade Hero Day 584 - Enabling Infinite-Bounce Lighting
Handmade Hero Day 543 - Moving Unpacked Entities from the Sim Region to World
Handmade Hero Day 557 - Basic Dynamic Quad Output Optimizations
Handmade Hero Day 581 - Preparing for Octahedral Indirect Lighting
Handmade Hero Day 580 - Investigating Octahedral Interpolation
Handmade Hero Day 554 - Reducing GPU Memory Footprint
Handmade Hero Day 532 - Finishing HHT-Based Font Importing
Handmade Hero Day 575 - Generalizing Code Reloading
Handmade Hero Day 573 - Wiring Up Light Transport
Handmade Hero Day 555 - Looking for GPU Performance Issues
Handmade Hero Day 506 - Improving Camera Motion
Handmade Hero Day 569 - Raycasting from Light Probe Locations