Celte System
@CelteSystem
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building next-gen server meshing for gaming ⚡ Seamless scaling, smart resources & smoother worlds, a creative game lift for multiplayer.
In the cloud ☁️
Joined October 2025
Meet Yggdrasil 🌳 It watches your game in real time and keeps every server running at peak efficiency. Smooth, balanced, glowing. #gamedev #threejs #webgl #simulation #realtime #servers #orchestration #computerscience #3Dgame
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Dynamic Server Meshing changes the rules of the game. Forget rigid, static boxes. Imagine a fluid 'grid' that moves and resizes with the players. Our server infrastructure is no longer rigid. It's adaptive, flowing wherever the action is. #gamedev
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First, the problem with current MMOs. Right now, studios pay for servers sized for *peak* capacity. But most of the time? Those servers are half-empty. It’s like renting an entire stadium just to have a coffee meeting. ☕ Inefficient. Expensive. Static. #onlinegaming
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Ever wondered how MMOs like #StarCitizen aim to host thousands of players in one seamless world? 🌍 It’s not magic, it’s Dynamic Server Meshing. But how does it actually work? Let's break it down. #gamedev #servermeshing #MMO
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Studios paying for servers sized for peak load. Actual usage: 40-60% on average days. That's like renting a stadium for a coffee meeting ☕️ Dynamic infrastructure fixes this. Why don't they pass to @servemeshing ? #FFXIV #gamedev
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#Kubernetes is still the best tool for prod. When a server struggles, it pings our C# master which spins up a new one, and everything goes back to normal. All of it with 0 downtime in your online game. #MMORPG
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You build amazing game. We build the solution that scales it. Simple as that 🎮⚙️ #gamedev #serverMeshing
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Code Review Recap Vision culling on clients = each car sees nearby objects only. Now scale to servers: Each server processes only its region. Result: Infinite map size with #serverMeshing 🤯 Only #gamedev gets why this is cool 👀
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Just left the #BarcelonaGameFest So nice to meet such great creators! #BCNGF2025 #IndieDevDay #BarcelonaGameFest
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Code Review Recap 2/2 We built "MIP MIP: Return of the Red Car" as our test game. Started with: 20x20 map Today: 500x500 map with NPCs What was blocking us from scaling? A single missing memory free 🤦♂️ Classic.
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Code Review Recap 1/2 We tested ZeroMQ as a replacement for our Pulsar stack and reduced our latency by 5× in production! Now the question is: how do we scale it? #gamedevs
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1/ Why we started: 4 devs passionate about multiplayer tech, tired of seeing great games limited by server costs and small map sizes. We thought: "How hard can it be to solve that?" Well, very hard 😅
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🧵 Over a year ago, we started building our server meshing solution for multiplayer games. 4 devs, 0 clients, 1 belief: we could help indie devs scale to 10,000+ concurrent players without breaking the bank. Here’s what we learned (spoiler: a lot, and the hard way) 👇 #gamedev
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