
A Flock of Meese
@meesedev • 8,028 subscribers
Cube game on GameCube https://t.co/LR9G8eSGG0
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If apps were built under tight constraints like a GameCube, then the impossible becomes reality, as shown in this video. The performance gap between the average and best software will only continue to grow because devs underestimate the cost of compounding technical debt.
A Flock of Meese151,918 views • 1 month ago

I implemented directional sunlight in my Minecraft-like game engine for the Dreamcast.
A Flock of Meese365,782 views • 4 months ago

The #Gamecube game engine now boasts a render distance of 13 chunks, surpassing the render distance of Minecraft on the Switch (docked). Cloud shadows now distort as they move and soften during sunrise and sunset. #retrogaming #indiegamedev #gamedev #Dreamcast
A Flock of Meese584,954 views • 1 year ago

Crammed 25 million blocks into 24 MB of RAM and boosted render distance to 12 chunks on the #Gamecube, now surpassing the render distance of Minecraft on Xbox 360, PS3, Wii U, and matches the Switch (docked). Achieved through a month of extensive optimization. #retrogaming #retrocomputing #indiegamedev #gamedev #Dreamcast
A Flock of Meese551,261 views • 1 year ago

I've been mostly working on the internal systems lately for my #Dreamcast engine. The PC port gave me the debugging tools I needed to improve complex systems like the memory manager. • Audio is now working on the Dreamcast version • The renderer runs 20% faster on the Dreamcast • Heap allocation is 300% faster on average and 200% faster on worst case. While this had minimal impact on performance for the #Gamecube and PC versions, it was a significant bottleneck on the Dreamcast. • Increased real-time heap defragmentation throughput by using a new multi-regional heap structure, which also sets the foundation for DRAM bank-aware memory allocation. There's still plenty of room for more optimizations in Meese Engine. In fact, some optimizations found in Minecraft have yet to be implemented in this engine! #retrogamedev #indiegamedev
A Flock of Meese294,839 views • 1 year ago

Blasting through an existing world file at 2800 km/h, holding a perfect 60 FPS with a 64-chunk render distance on the PC port of my Gamecube voxel engine. Feels unreal how well this thing is running. This is shaping up to be one of the most high-performance Minecraft-style voxel engines out there!
A Flock of Meese94,127 views • 1 year ago

New underground lava pools in my PC/Dreamcast voxel engine.
A Flock of Meese37,960 views • 5 months ago

I ported my #Gamecube game engine to PC, and even in its unoptimized state, it runs at 60 FPS with a minimum render distance of 64 chunks on my laptop -- double the maximum render distance of Minecraft: Java Edition. Powerful hardware won't be necessary for the game to run smoothly at long render distances. The PC port will streamline the debugging process, allowing for faster improvements across all platforms, including the Gamecube and #Dreamcast, and Wii. #indiegamedev #gamedev
A Flock of Meese80,364 views • 1 year ago

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 strengths of my game engine. If you enjoy modded Minecraft such as TerraFirmaCraft or Feed the Beast, there's a good chance you'll enjoy this game! The engine already boasts render distances that surpass Minecraft's legacy console and Bedrock editions on Gamecube and Wii, and it achieves double the render distance of Java Edition on PC, even in its unoptimized state. Optimization will be my main focus for the rest of this year, with gameplay and graphical upgrades planned for sometime next year. Stay tuned for updates! #indiegamedev #gamedev
A Flock of Meese68,434 views • 1 year ago

Dreamcast voxel engine update: Worlds now save and load to disk!
A Flock of Meese36,162 views • 1 year ago

In my #Minecraft-like engine, mountains with this level of scale and detail were once out of reach on the #Dreamcast. But with recent optimizations, they're now a reality: • The renderer is now 19% faster, achieving near-peak efficiency at 30 cycles per vertex (up to 6.67 million vertices per second) • Aggressive occlusion culling reduces polygon counts by over 50% • Lighting and meshing is now 73% faster • Terrain generation is now 6% faster • Optimized frustum culling #indiegamedev #gamedev #Gamecube
A Flock of Meese47,600 views • 1 year ago

This week, I overhauled concurrent heap defragmentation (akin to garbage collection) in my voxel game, achieving microsecond-level pause times and O(1) scalability across all platforms. Since existing research didn't fit my needs, I built my own defragmentation algorithm from first principles. The new system is a game-changer for the Gamecube and Dreamcast, where memory can easily become a bottleneck. These improvements eliminate stutters, even with millions of allocated objects like chunks and entities. In the first clip, the PC version runs 100,000 objects (render distance: 32) with no issues. The second clip in the reply ramps up to half a million objects (render distance: 64) and still holds steady — pause times stayed rock solid.
A Flock of Meese38,427 views • 1 year ago

Blazing at 3690 km/h (Mach 3), hitting nearly 60 FPS with a 64-chunk render distance on the PC port of my #Gamecube game engine. For perspective, that's three times the speed of sound -- faster than an F-22 Raptor at full throttle. Insane speed, jaw-dropping performance! #indiegamedev #gamedev
A Flock of Meese42,027 views • 1 year ago