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A Flock of Meese Profile
A Flock of Meese

@meesedev

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Turning the impossible into reality

Far lands
Joined March 2024
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@meesedev
A Flock of Meese
8 months
Showcase of my #Minecraft-inspired game engine on the #Gamecube and #Wii at Handmade Seattle 2024. My goal: recreate Minecraft Beta 1.7.3's mechanics and branch off into an original block game that surpasses it in both gameplay and graphical fidelity, highlighting the technical
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@meesedev
A Flock of Meese
9 days
RT @Sencossin: @meesedev I'd also add to that that better performance makes impossible features possible! It makes me that much more excit….
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@meesedev
A Flock of Meese
10 days
Correct. It's a common misconception among gamers and less skilled devs that more content inherently causes performance loss. In reality, bottlenecks almost always come from how content is processed, not how much of it there is. Minecraft's architecture is far from a model of.
@Frozenturbome
Frozenturbo
10 days
@LilDombi @its_bvisness Content =/= Performance loss. It's only the TYPE of content that does so.
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@meesedev
A Flock of Meese
11 days
RT @its_bvisness: Distant Horizons has nothing on a single flock of hyperintelligent meese.
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@meesedev
A Flock of Meese
11 days
Just doubled my voxel engine's render distance from 64 to 128, now effortlessly surpassing Minecraft: Bedrock Edition's max of 96. After nearly a year without changes, I finally overhauled the PC renderer, now leaner and faster than ever.
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@meesedev
A Flock of Meese
18 days
Added a bunch of blocks in my voxel engine. They all have material properties like hardness and blast resistance, but no real function yet. Note that some blocks, like the crafting table, are likely to change or be replaced in the future, whereas most other blocks, like glass,
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@meesedev
A Flock of Meese
1 month
Custom block models are now in, including doors, trapdoors, and cobwebs. Block interaction logic will be added in a future update.
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@meesedev
A Flock of Meese
1 month
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@meesedev
A Flock of Meese
1 month
Bonus screenshots showing off the larger terrain:
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@meesedev
A Flock of Meese
1 month
Big upgrade to my voxel engine: the height limit is now doubled. This means taller mountains, deeper valleys, and way more breathing room for the terrain generator to go wild. This change is PC-only for now. The Gamecube and Dreamcast are still capped at the original limit. They
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@meesedev
A Flock of Meese
1 month
Big upgrade to my voxel engine: the height limit is now doubled. This means taller mountains, deeper valleys, and way more breathing room for the terrain generator to go wild. This change is PC-only for now. The Gamecube and Dreamcast are still capped at the original limit. They
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@meesedev
A Flock of Meese
1 month
Saplings now grow into trees in my voxel engine for PC and Dreamcast! Block simulation has been sped up for easier demonstration.
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@meesedev
A Flock of Meese
1 month
On a side note, occlusion culling has been optimized and now runs 50% faster.
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@meesedev
A Flock of Meese
1 month
Voxel engine update: Audio is now functional on PC, bringing this port one step closer to feature parity with the Gamecube and Dreamcast versions!
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@meesedev
A Flock of Meese
1 month
I/O streaming just got another serious upgrade in my voxel engine. Now hitting hypersonic speeds of 7,400 km/h while holding a solid 60 FPS with a 1 km render distance. This is all running on my laptop. I'm honestly surprised it works this well. At this level of performance,
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@meesedev
A Flock of Meese
1 month
RT @AgileJebrim: @ankkala @meesedev Seamlessly load content as you’re moving around and playing through the scene such that there are no wa….
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@meesedev
A Flock of Meese
1 month
Techniques like this looks clever, but it shows how stuck gamedev really is. Engines keep recycling old tricks instead of evolving. Basic things like I/O are still tacked in like it's 2005. Meanwhile, other fields of software development have long since moved on to more robust.
@Dani__Marti
Lobo ⚡️ A Game by Dani Marti
2 months
Smart loading, zero immersion break. In Lobo: The Howl Within, I’m using narrow passage mechanics to stream levels seamlessly in and out—no loading screens, just smooth exploration. #GameDev #UnrealEngine5 #IndieDev #LoboGame #UE5 #SoloDev #LevelDesign
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@meesedev
A Flock of Meese
1 month
I downgraded my PC to an office laptop with integrated graphics, and my voxel engine still runs at 60 FPS with a render distance of 64. After a major I/O system overhaul, it's now 9x faster than before. World loading is near-instant.
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@meesedev
A Flock of Meese
1 month
Bonus clip showing off leaf decay in my voxel engine for the Dreamcast.
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@meesedev
A Flock of Meese
1 month
New block sim system in my Dreamcast voxel engine, now powering plant and vegetation growth!
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@meesedev
A Flock of Meese
2 months
Work in progress inventory UI.
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@meesedev
A Flock of Meese
2 months
New inventory system and destructive block drops for my Minecraft-like voxel engine on the Dreamcast. Inventories are immutable and interned to save memory and future-proof it for multiplayer.
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