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<rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><title>Diablo 3D — Development journal</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/</link><description>Actual development stages of a project to rebuild all of Diablo 1 in 3D. Tristram under review and a nine-region technical pilot with native materials on the Cathedral’s standard first floor.</description><language>en</language><atom:link href="https://douglasopan.github.io/diablo-3d/en/rss.xml" rel="self" type="application/rss+xml" /><item><title>Two gameplay cameras and Cathedral continuity</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/cameras-continuidade-catedral/</link><description>October 10 local update: opaque Cathedral walls, preserved door and grate openings, and native item names in 3D. Gameplay and artwork remain under review.</description><category>Prototype</category><dc:date>2026-10-09</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/cameras-continuidade-catedral/</guid></item><item><title>Diablo 3D video update: controls, Tristram and the Cathedral</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/devlog-em-video/</link><description>Gameplay recorded by Douglas and historical previews show controls, the HUD, Tristram, Ogden and the Cathedral. Horizontal video and Short with English subtitles and development limitations.</description><category>Prototype</category><dc:date>2026-10-09</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/devlog-em-video/</guid></item><item><title>Cathedral: native materials and lighter transparency</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/catedral-materiais-transparencia/</link><description>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.</description><category>Geometry</category><dc:date>2026-10-09</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/catedral-materiais-transparencia/</guid></item><item><title>Cathedral: a 3D pilot reaches the first floor</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/catedral-primeiro-andar-piloto/</link><description>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.</description><category>Geometry</category><dc:date>2026-10-09</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/catedral-primeiro-andar-piloto/</guid></item><item><title>Tavern: removing remnants of the old scenery</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/taverna-sem-residuos/</link><description>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.</description><category>Geometry</category><dc:date>2026-10-09</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/taverna-sem-residuos/</guid></item><item><title>Gameplay: fixing overlap with the HUD</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/hud-paginas-jogabilidade/</link><description>An installed technical fix addresses the Gameplay page overlapping the HD HUD orbs; confirmation in the usual play session remains pending.</description><category>Tools</category><dc:date>2026-10-08</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/hud-paginas-jogabilidade/</guid></item><item><title>Controls: remappable movement and camera</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/controles-primeira-pessoa/</link><description>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.</description><category>Prototype</category><dc:date>2026-10-08</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/controles-primeira-pessoa/</guid></item><item><title>GPU stays active when zooming out</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/gpu-zoom-recuperacao/</link><description>Fixed the limit that caused CPU fallback when more objects became visible; capacity recovery now responds to load changes while retaining its safeguards.</description><category>Tools</category><dc:date>2026-10-08</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/gpu-zoom-recuperacao/</guid></item><item><title>Project credits and less work per frame</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/creditos-e-geometria-gpu/</link><description>The menu brings Diablo 3D support and credits together, while props and trees reuse geometry on the GPU, preserving models, textures and gameplay.</description><category>Tools</category><dc:date>2026-10-08</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/creditos-e-geometria-gpu/</guid></item><item><title>One atmosphere across every screen: the R2 interface study</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/interfaces-diablo-r2/</link><description>Sixty new concepts, three interface components and editable prototypes to give Diablo 3D's screens visual continuity, with references and limitations identified.</description><category>Prototype</category><dc:date>2026-10-08</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/interfaces-diablo-r2/</guid></item><item><title>Items and a new HUD: artwork under review for Diablo 3D</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/itens-e-novo-hud/</link><description>Nine item concepts linked to the catalog and a new HUD with six original pieces: the visual proposals, completed tests and next steps.</description><category>Prototype</category><dc:date>2026-10-08</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/itens-e-novo-hud/</guid></item><item><title>Tristram up close: new cameras, quality and performance</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/tristram-de-perto/</link><description>Four cameras, model reviews, GPU fixes and a bilingual community: today's progress and the challenges revealed by the first-person view.</description><category>Prototype</category><dc:date>2026-10-08</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/tristram-de-perto/</guid></item><item><title>Godot joins the review of Tristram's architecture</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/editor-godot-arquitetura/</link><description>An external editor for inspecting architecture, saving the scene and exporting static models to DevilutionX, with validation, a review profile and explicit limits.</description><category>Tools</category><dc:date>2026-10-08</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/editor-godot-arquitetura/</guid></item><item><title>Tristram gains GPU rendering</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/renderizacao-gpu-tristram/</link><description>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.</description><category>Tools</category><dc:date>2026-10-08</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/renderizacao-gpu-tristram/</guid></item><item><title>Two candles, two windows and the same room</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/velas-janelas-cabana/</link><description>The optional hut received two physical candles with subtle flicker and an actual rear opening, preserving the exterior model and its calibration.</description><category>Lighting</category><dc:date>2026-10-07</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/velas-janelas-cabana/</guid></item><item><title>A lit window and ground without the old shadow</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/interior-cabana-sombras-terreno/</link><description>The optional Meshy hut profile received a physical interior and yellow light; eight terrain tiles were reviewed to remove painted shadows.</description><category>Lighting</category><dc:date>2026-10-07</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/interior-cabana-sombras-terreno/</guid></item><item><title>Calibrating the hut's light from the original perspective</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/calibrando-luz-cabana/</link><description>Actual original, before and after comparisons guided the Meshy hut's exterior lighting before conversion to the game's palette.</description><category>Lighting</category><dc:date>2026-10-07</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/calibrando-luz-cabana/</guid></item><item><title>Meshy and shadows: generation is where review begins</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/meshy-sombras-revisao/</link><description>The eastern hut received multi-view generation and optional importing; buildings began casting shadows, with defects and limitations documented.</description><category>Tools</category><dc:date>2026-10-07</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/meshy-sombras-revisao/</guid></item><item><title>A D3D identity and a catalog for collaboration</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/identidade-catalogo-colaboracao/</link><description>The animation supplied by the author and the Tristram catalog establish the project's identity and organize collaboration around object families.</description><category>Community</category><dc:date>2026-10-07</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/identidade-catalogo-colaboracao/</guid></item><item><title>Characters with depth, identity still under review</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/personagens-com-profundidade/</link><description>The warrior, townspeople and cows gained volume in v4. Available sources, inferences and test coverage remain explicit.</description><category>Characters</category><dc:date>2026-10-07</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/personagens-com-profundidade/</guid></item><item><title>Reconstructing complete objects in Tristram</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/objetos-inteiros-tristram/</link><description>V4 grouped buildings, trees and rocks from the native scene and expanded the volume audit, with explicit visual limitations.</description><category>Geometry</category><dc:date>2026-10-07</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/objetos-inteiros-tristram/</guid></item><item><title>Comparing without hiding the differences</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/comparar-sem-esconder-diferencas/</link><description>The v3 stage corrected ground tiles and house boundaries and separated returning to the original backend from actual comparisons of reconstructed meshes.</description><category>Tools</category><dc:date>2026-10-07</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/comparar-sem-esconder-diferencas/</guid></item><item><title>From projection to complete buildings</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/arquitetura-camera-livre/</link><description>The v2 stage brought together architecture, a 360-degree camera and smooth walking while retaining Tristram's original map and interactions.</description><category>Geometry</category><dc:date>2026-10-07</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/arquitetura-camera-livre/</guid></item><item><title>One game, two ways to see Tristram</title><link>https://douglasopan.github.io/diablo-3d/en/devlog/duas-visoes-mesma-partida/</link><description>A retrospective on D3D's first local diagnostic run: switching views, rotating the camera and preserving the original Diablo game.</description><category>Prototype</category><dc:date>2026-10-07</dc:date><guid isPermaLink="true">https://douglasopan.github.io/diablo-3d/en/devlog/duas-visoes-mesma-partida/</guid></item></channel></rss>