DEVLOG

Development journal.

From the first prototype to the goal of rebuilding all of Diablo 1 in 3D. What changed, how it was tested and what still needs review, with screenshots, technical comparisons and versioned sources.

AI-generated atmospheric illustration

Cathedral: native materials and transparency

The nine-region technical pilot on the standard first floor now uses CEL/MIN floors, oriented masonry and wood from CLX. The GPU copies a smaller area for each transparent triangle. Repetition, donor materials and cap surfaces remain approximations; actors remain sprites and the other floors and quest levels retain the native presentation. Final shapes, doors during play, gameplay with physical input and sustained FPS remain pending.

The entries from October 7, 2026 form the initial retrospective. v1–v4 represent earlier local stages; new entries follow subsequent deliveries.

Published entries

Prototype

Two gameplay cameras and Cathedral continuity

October 10 local update: opaque Cathedral walls, preserved door and grate openings, and native item names in 3D. Gameplay and artwork remain under review.

5 min read
Geometry

Cathedral: native materials and lighter transparency

The first-floor pilot receives floors, masonry and wood from the original, with explicit visual approximations. Regional copying reduces the measured transparency cost; shapes, doors and gameplay still need review.

7 min read
Geometry

Cathedral: a 3D pilot reaches the first floor

The installed technical pilot draws nine nearby regions on the Cathedral's standard first floor. Simple geometry, GPU recovery and preserved native data; artwork and review in a play session remain pending.

4 min read
Geometry

Tavern: removing remnants of the old scenery

The installed fix removes an old facade and a stone that overlapped the imported tavern, preserving the model and navigation. See the technical CPU comparison before and after.

4 min read
Tools

Gameplay: fixing overlap with the HUD

An installed technical fix addresses the Gameplay page overlapping the HD HUD orbs; confirmation in the usual play session remains pending.

4 min read
Prototype

Controls: remappable movement and camera

First and third person now share eight movement bindings editable in the main menu, with saved preferences. See the controls, tests and interactive review still pending.

10 min read
Tools

GPU stays active when zooming out

Fixed the limit that caused CPU fallback when more objects became visible; capacity recovery now responds to load changes while retaining its safeguards.

4 min read
Tools

Project credits and less work per frame

The menu brings Diablo 3D support and credits together, while props and trees reuse geometry on the GPU, preserving models, textures and gameplay.

6 min read
Tools

Godot joins the review of Tristram's architecture

An external editor for inspecting architecture, saving the scene and exporting static models to DevilutionX, with validation, a review profile and explicit limits.

5 min read
Tools

Tristram gains GPU rendering

The GPU reached in-game testing: improved performance reported by the project lead, alongside controlled measurements and the limits of the Direct3D 11 pilot on Windows.

4 min read
Lighting

Two candles, two windows and the same room

The optional hut received two physical candles with subtle flicker and an actual rear opening, preserving the exterior model and its calibration.

4 min read
Community

A D3D identity and a catalog for collaboration

The animation supplied by the author and the Tristram catalog establish the project's identity and organize collaboration around object families.

3 min read
Tools

Comparing without hiding the differences

The v3 stage corrected ground tiles and house boundaries and separated returning to the original backend from actual comparisons of reconstructed meshes.

3 min read
Geometry

From projection to complete buildings

The v2 stage brought together architecture, a 360-degree camera and smooth walking while retaining Tristram's original map and interactions.

3 min read
Prototype

One game, two ways to see Tristram

A retrospective on D3D's first local diagnostic run: switching views, rotating the camera and preserving the original Diablo game.

3 min read

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