&meeseengine for the Gamecube, Wii, Dreamcast, and PC.

I've been mostly working on the engine's internals lately. 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
  • 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.
    This video showcases the Dreamcast version of my voxel engine.