
A Flock of Meese
@meesedev
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Turning the impossible into reality
Far lands
Joined March 2024
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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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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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.
@LilDombi @its_bvisness Content =/= Performance loss. It's only the TYPE of content that does so.
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Bonus screenshots showing off the larger terrain:
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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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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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.
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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