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A Flock of Meese Profile
A Flock of Meese

@meesedev

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184

Turning the impossible into reality

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Joined March 2024
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@meesedev
A Flock of Meese
3 months
To clarify any confusion, I aim for this game to become an entirely original creation with unique assets and ideas. I'm using Minecraft Beta 1.7.3 merely as a game design reference to develop the game engine. There won't be a release until all content is original.
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@meesedev
A Flock of Meese
1 month
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
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@meesedev
A Flock of Meese
14 days
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
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@meesedev
A Flock of Meese
19 days
Meese Engine on the #Gamecube . Block digging now takes time, with items dropping upon destruction. #retrocomputing #indiegamedev #Dreamcast
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@meesedev
A Flock of Meese
1 month
Stress test of my Minecraft-inspired engine on the #Gamecube #retrocomputing #indiegamedev #Dreamcast
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@meesedev
A Flock of Meese
17 days
New features are in the works for my #Gamecube and #Dreamcast game engine. In the meantime, here are a few cool places I've found. #retrogaming #retrocomputing #indiegamedev
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@meesedev
A Flock of Meese
2 months
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@meesedev
A Flock of Meese
3 months
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@meesedev
A Flock of Meese
14 days
@BlueHarvey1 Yes, porting to the Wii should be straightforward since it's basically just a 50% overclocked Gamecube with extra RAM in terms of specs.
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@meesedev
A Flock of Meese
18 days
Testing out the new entity system and model animations on my #Gamecube and #Dreamcast game engine. #retrocomputing #indiegamedev #gamedev
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@meesedev
A Flock of Meese
2 months
Increased the render distance more than twofold on the #Gamecube , from 4 to 10 chunks, matching the Minecraft SMP render distance, with near-zero lag. #indiegamedev #retrocomputing #Dreamcast
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@meesedev
A Flock of Meese
3 months
Minecraft on #Dreamcast . I forgot to enable compiler optimizations. Here is the performance with optimizations enabled. Now, world and vertex buffer generation can keep pace with player movement. #indiegamedev #retrocomputing #gamecube
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@meesedev
A Flock of Meese
2 months
Increased render distance on the #Dreamcast version. #indiegamedev #retrocomputing #Gamecube
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@meesedev
A Flock of Meese
14 days
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@meesedev
A Flock of Meese
1 month
Testing the new particle system in my Minecraft-inspired game for the #Gamecube and #Dreamcast #retrocomputing #indiegamedev
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@meesedev
A Flock of Meese
1 month
@GodsLibtard Yes, the default render distance will be at least 12 chunks on release.
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@meesedev
A Flock of Meese
1 month
@Ken0rbs The game's binary and asset files? 1.7 MB. The world size is practically infinite.
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@meesedev
A Flock of Meese
6 months
Remaking Minecraft on the Nintendo GameCube. My aim is to replicate enough of Minecraft's mechanics, but then take the game in a new direction emphasizing on emergent gameplay. #gamedev #cpp #gamecube
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@meesedev
A Flock of Meese
1 month
On the #Dreamcast version, the game almost runs smoothly at render distance = 10 when moving around, though it's still far from the #Gamecube version, which ran at a perfect 30 FPS #retrocomputing #indiegamedev
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@meesedev
A Flock of Meese
2 months
Underwater graphics and physics on #Gamecube . Future updates will use CC-licensed game assets as placeholders. #indiegamedev #retrocomputing #Dreamcast
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@meesedev
A Flock of Meese
3 months
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@meesedev
A Flock of Meese
1 month
@dandelion_koli It's written in C
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@meesedev
A Flock of Meese
2 months
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@meesedev
A Flock of Meese
2 months
New features are in the works. In the meantime, here is more in-game footage showcasing the improved render distance on #Dreamcast #indiegamedev #retrocomputing #Gamecube
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@meesedev
A Flock of Meese
1 month
@MayhemAscension Nope, achieving this level of performance is only possible when you have full control over the hardware.
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@meesedev
A Flock of Meese
14 days
@MoonSarito The Dreamcast version won't include cloud shadows, but other visual effects are on the roadmap. The cost of implementing cloud shadows is too high compared to other more affordable effects that will offer a similar level of visual improvements.
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@meesedev
A Flock of Meese
1 month
@tapperthenoob The Wii is a 50% overclocked Gamecube, so it will probably have a 14 or 15-chunk render distance, which is 50% more chunks than 12 (pi*15*15/(pi*12*12) = 1.5625).
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@meesedev
A Flock of Meese
3 months
Reposting here: To clarify any confusion, I aim for this game to become an entirely original creation with unique assets and ideas. I'm using Minecraft Beta 1.7.3 merely as a game design reference to develop the game engine. There won't be a release until all content is original.
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@meesedev
A Flock of Meese
1 month
@NaOkiExistiert The Dreamcast has a render distance of 10 chunks, but its framerate consistency is still lightyears behind the Gamecube version. The Gamecube feels like a whole generation ahead of the Dreamcast.
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@meesedev
A Flock of Meese
2 months
Once my game engine is sufficiently developed, all Minecraft assets and gameplay mechanics will be removed and replaced with original content as soon as possible. If you're expecting a Minecraft clone, this game is not for you. The main goal is to be a better survival/exploration
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@meesedev
A Flock of Meese
2 months
Sunset on the #Dreamcast
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@meesedev
A Flock of Meese
13 days
@Atirut_W Thanks for the feedback. I've found them jarring as well after testing the engine many times. This is just a temporary setup. As the engine evolves and more visual features are added, the cloud shadows will become more subtle. For now, they stand out because they're one of the
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@meesedev
A Flock of Meese
2 months
Capture card footage
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@meesedev
A Flock of Meese
1 month
To keep my content fresh and exciting, I'm taking a break from optimization work to concentrate on gameplay features.
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@meesedev
A Flock of Meese
2 months
This game engine will enable features that are impossible in Minecraft without extensive reengineering, eventually unlocking new types of game mechanics that would otherwise seem impossible.
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@meesedev
A Flock of Meese
2 months
You won't be punching trees with your fists in this game. The only similarity will be that it's a block game set with some nature. By original, I mean the gameplay must be entirely different to ensure this project doesn't go to waste.
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@meesedev
A Flock of Meese
1 month
The above video is speed = 8. At speed = 16, the #Dreamcast version of the game experiences noticeable stuttering. There is still tons of room for more optimization.
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@meesedev
A Flock of Meese
1 month
In case you're wondering, the Dreamcast's performance lags behind significantly, with mesh and lightmap generation running 30x slower. On the Dreamcast, the game maintains a smooth 30 FPS when standing still or walking within a small area, but rapid movement induces noticeable
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@meesedev
A Flock of Meese
1 month
Mesh and lightmap generation have been successfully optimized, though world generation still needs improvement. Thanks to real-time heap defragmentation, the game never runs out of memory, even when moving at high speeds.
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@meesedev
A Flock of Meese
1 month
@goldenstrawber2 Maybe. I'm thinking about starting a Substack to share the technical details of my game engine.
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@meesedev
A Flock of Meese
1 month
@GrizzleDev No, the engine is closed-source
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@meesedev
A Flock of Meese
2 months
This post is 3 months old. Please refer to for the my new goals with this game.
@meesedev
A Flock of Meese
3 months
To clarify any confusion, I aim for this game to become an entirely original creation with unique assets and ideas. I'm using Minecraft Beta 1.7.3 merely as a game design reference to develop the game engine. There won't be a release until all content is original.
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@meesedev
A Flock of Meese
2 months
This blew up faster than expected. Please refer to This game won't be a remake. All of Minecraft's assets are placeholders.
@meesedev
A Flock of Meese
3 months
To clarify any confusion, I aim for this game to become an entirely original creation with unique assets and ideas. I'm using Minecraft Beta 1.7.3 merely as a game design reference to develop the game engine. There won't be a release until all content is original.
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@meesedev
A Flock of Meese
2 months
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@meesedev
A Flock of Meese
1 month
Terrain noise generation has been optimized to run twice as fast, reducing its share of the total world, lightmap, and mesh generation time from 26% to just 14%. Numerous smaller optimizations have also been made, slowly chipping away at total chunk generation time.
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@meesedev
A Flock of Meese
2 months
@Dexerto Wow! This blew up faster than expected. To clear up some confusion, this won't be a remake. Please refer to
@meesedev
A Flock of Meese
3 months
To clarify any confusion, I aim for this game to become an entirely original creation with unique assets and ideas. I'm using Minecraft Beta 1.7.3 merely as a game design reference to develop the game engine. There won't be a release until all content is original.
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@meesedev
A Flock of Meese
5 months
The grass color and fog density vary depending on the biome you're currently in. #gamedev #retrogaming #gamecube
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@meesedev
A Flock of Meese
3 months
@RazorX2017 This game will be focusing solely on survival and exploration. Creative mode won't exist 🙂
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@meesedev
A Flock of Meese
2 months
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@meesedev
A Flock of Meese
3 months
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@meesedev
A Flock of Meese
17 days
@anthonieisacnt Gamecube - 24 MB Dreamcast - 16 MB
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@meesedev
A Flock of Meese
19 days
@GodsLibtard Only aesthetic differences. For example, the Dreamcast version has a shorter render distance and lacks cloud shadows.
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@meesedev
A Flock of Meese
2 months
@LordAythur It depends. I need to consult a lawyer first. Nintendo might be stricter with homebrew titles on their consoles, so that version might never see the light of day.
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@meesedev
A Flock of Meese
13 days
@angryepicbanana @BlueHarvey1 The Wii has Gamecube controller ports, so you can use a Gamecube controller if you have one. If that's not an option (as is the case with the Wii Mini), you can use the Wiimote and nunchuk instead. In that case, the Wiimote will rotate the camera, and the Nunchuk joystick will
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@meesedev
A Flock of Meese
2 months
@meesedev
A Flock of Meese
3 months
To clarify any confusion, I aim for this game to become an entirely original creation with unique assets and ideas. I'm using Minecraft Beta 1.7.3 merely as a game design reference to develop the game engine. There won't be a release until all content is original.
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@meesedev
A Flock of Meese
3 months
@GrapistP There are no plans to support Realms or connect to any of Microsoft or Mojang's server. Later, this game will have completely different gameplay, textures, and other assets.
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@meesedev
A Flock of Meese
2 months
@00Core00 It will only better from here. I haven't even utilized the all of the Dreamcast's graphical capabilitites yet.
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@meesedev
A Flock of Meese
2 months
@MitchTwitrKD If you mean a version with Minecraft's gameplay mechanics but with custom textures and assets, then no -- that would still be asking for trouble. The only way this project can survive is by becoming an entirely original game.
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@meesedev
A Flock of Meese
3 months
@NekoEye Almost 30 FPS, but there's still room for improvement. The stutters are due to generating lightmaps, which I haven't optimized yet.
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@meesedev
A Flock of Meese
13 days
@zaxolotl2613 Absolutely, the renderer still requires further improvements before I can increase the tree and leaf density. There's still plenty of room for further optimization.
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@meesedev
A Flock of Meese
1 month
@gerooqelvis The world is divided up into a grid of 16x128x16 blocks called chunks.
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@meesedev
A Flock of Meese
1 month
@reecetaylor529 Built from the ground up
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@meesedev
A Flock of Meese
1 month
@KayNetsua No tricks with leaves and water, both are fully rendered with transparency on the Gamecube and Dreamcast versions. Swimming is possible too.
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@meesedev
A Flock of Meese
2 months
@kurriochi Anamorphic widescreen will be supported on both the Dreamcast and Gamecube versions. High FOV might be available in the future, but it will reduce the draw distance.
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@meesedev
A Flock of Meese
24 days
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@meesedev
A Flock of Meese
13 days
@Reckarthack @angryepicbanana @BlueHarvey1 Yes, I will look into classic controller support
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@meesedev
A Flock of Meese
1 month
@TegoPop_ There will be a full game
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@meesedev
A Flock of Meese
2 months
@MitchTwitrKD And if I'm being honest, many of Minecraft's gameplay mechanics are unbalanced and flawed (understandably so, as they can't change everything without breaking players' builds). So it makes more sense just to make an original survival game.
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@meesedev
A Flock of Meese
3 months
@GrapistP This game won't be released at all until it's a fully original game with its own gameplay, mobs, textures, and other assets. Minecraft is simply being used as a reference to build up the engine's features.
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@meesedev
A Flock of Meese
1 month
@azlarryan Yes, world generation is random and done on-the-fly as you move around
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@meesedev
A Flock of Meese
1 month
@PastelDisaster The game is written from the ground up with a custom engine
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@meesedev
A Flock of Meese
2 months
@realzvqle This is written from scratch
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@meesedev
A Flock of Meese
2 months
@NekoEye Only visible faces are rendered as triangle strips.
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@meesedev
A Flock of Meese
2 months
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@meesedev
A Flock of Meese
1 month
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@meesedev
A Flock of Meese
3 months
@Raccooji No version. This is a game engine I wrote myself, using Minecraft Beta 1.7.3 as reference to build up the game engine's features. In the future, all copyrightable assets and ideas from Minecraft will be replaced with completely original content (with a greater emphasis on
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@meesedev
A Flock of Meese
2 months
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@meesedev
A Flock of Meese
1 month
@gerooqelvis Both 16s represent the horizontal axis, while 128 represents the vertical axis
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@meesedev
A Flock of Meese
1 month
@Pablohispania Hopefully. There are still plenty of optimizations planned on the roadmap.
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@meesedev
A Flock of Meese
2 months
@XorDev Players will be able to break and place blocks, with all changes saved in your world file. However, there will be fundamental differences in the mechanics to ensure the game isn't too sandboxy or too restricted.
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@meesedev
A Flock of Meese
1 month
@TimNetwork Not yet, but from the specs I'm seeing, the NAOMI 2 could potentially match the Gamecube version's render distance. The Dreamcast's render distance is primarily limited by its CPU and VRAM.
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@meesedev
A Flock of Meese
17 days
@Buliaras A version for modern PCs will definitely be available, and it will be pushing the limits of what's possible too. However, a retro PC version is less certain, as the game is written in C23, and there are no C23-compliant compilers available that can target older operating systems
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@meesedev
A Flock of Meese
1 month
@natelawrence Yeah, an LOD system is on the roadmap.
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@meesedev
A Flock of Meese
2 months
@RazorX2017 You can render the game at 480p if you prefer. The posted videos are in 480i because I only have a composite cable for my TV.
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@meesedev
A Flock of Meese
2 months
@MacintoshS46324 It will retain the blocky aesthetic of Minecraft.
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@meesedev
A Flock of Meese
2 months
@LordAythur I guess the GameCube version can serve as a cool tech demo. What I'm trying to say is, if the GameCube version has better graphics than OG Minecraft (stay tuned!), imagine what's possible on the PC version using my game engine.
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@meesedev
A Flock of Meese
17 days
@vanjavicko20 I have an internal roadmap
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@meesedev
A Flock of Meese
2 months
@RenegadeOutcast At this time, there are no plans to make this open source.
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@meesedev
A Flock of Meese
2 months
@MrBlocksX Not yet, but the plan is to save world files using network-attached storage (BBA or modem), an SD card reader, or a hard drive mod. The Dreamcast can handle a render distance of up to 10 chunks before lagging below 30 FPS.
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@meesedev
A Flock of Meese
17 days
@MaxFTasso I'll share Dreamcast footage once the audio is added to that version. At the moment, only the Gamecube version has sound.
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@meesedev
A Flock of Meese
1 month
@Cosmycal Much more difficult. The N64's limited memory bandwidth can't keep up with the demands of this game, and its lack of network capabilities means there's no way to store large worlds.
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@meesedev
A Flock of Meese
30 days
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@meesedev
A Flock of Meese
2 months
@TheMicRulah @LordAythur I'm glad to hear that. If true, then I'll try releasing it on thte Gamecube.
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@meesedev
A Flock of Meese
2 months
@lt876393 I'm considering it
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@meesedev
A Flock of Meese
1 month
@lemire I'm not pleased to see this news either, and it's disheartening to see people cheering for their downfall. While I'm upset with their 13th/14th gen chips, I hope Intel recovers. More competition benefits consumers.
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@meesedev
A Flock of Meese
2 months
@GiygasG21633 Not yet. It will eventually.
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@meesedev
A Flock of Meese
1 month
@Pablohispania The GameCube version's render distance is 10, matching the Dreamcast's. With the recent memory optimizations on memory usage, the GameCube can now probably handle 12.
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@meesedev
A Flock of Meese
17 days
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@meesedev
A Flock of Meese
3 months
@comedy80385 The DPad controls horizontal movement, and the left stick rotates the camera. You can also use a Dreamcast keyboard and mouse.
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@meesedev
A Flock of Meese
2 months
@RyDawgE_ The game engine is developed entirely from scratch, using only one library, libogc, which is a thin interface to the GameCube hardware.
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