Diablo 1 with Per-Pixel Lighting (mod)

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Published on ● Video Link: https://www.youtube.com/watch?v=teFeNOrIAR8



Diablo
Game:
Diablo (1996)
Duration: 3:12
3,526 views
72


Another experiment I've done with Diablo 1 (using the DevilutionX source code: https://github.com/diasurgical/devilutionX).

Left shows the game's default renderer (software 8-bit renderer, 20 fps, and per-tile lighting with a 16-step gradient) and the right side shows my new renderer (hardware truecolor renderer via SDL, per-pixel lighting by generating lightmaps that light up floor, wall, and ceiling tiles differently, and high framerate support). I made all walls opaque for this comparison as I think that shows off the game's artwork and lighting better.

I should note that this is very much a work-in-progress at the moment. Some features haven't been replicated in my hardware renderer yet (basically everything to do with palette changes, like the "palette swapped" enemies or the colour cycling effect used for water and lava). There is some UI rendering code I haven't replaced yet (like for loading screens). I also haven't fully implemented the lightmapping for all the graphics in the game (like the other dungeon tilesets).

There's one big downside to my implementation right now: performance. This was a big mistake but I implemented this solely using the GPU functions you get via SDL, and it doesn't actually give you much. No shaders, no multi-texturing, can't make custom polygon meshes, no z-buffer, etc. Creating the lightmap is ultra-fast but I'm applying it in ways that aren't very efficient so the framerate is far lower than it should be.

Playlist with modding shenanigans: https://www.youtube.com/playlist?list=PL52E33189D9E0395A

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fluffyquack
diablo
mod
pc
lighting
lightmap
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