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Protopop Games

@protopop12,696 subscribers

Montreal Indie Dev creating Nimian Legends & Wilderless, a procedurally generated fantasy openworld. Thank you everyone who has shown support + love ❤️

Shorts

From zero to cozy💚

From zero to cozy💚

46,138 views

Procedural building generator, added support brackets for overhangs that turn into support posts if an edge extends too far

Procedural building generator, added support brackets for overhangs that turn into support posts if an edge extends too far

60,708 views

Introducing the world's highest railroad, thanks to procedural generation not working out exactly like I'd hoped😄# #bugsHappen

Introducing the world's highest railroad, thanks to procedural generation not working out exactly like I'd hoped😄# #bugsHappen

45,380 views

Something is growing🌳

Something is growing🌳

15,985 views

I just picked up Ubisoft's Avatar game for research - totally worth it. I don't know how the Snowdrop engine achieves all this micro detail but the amount of it is kind of staggering😮 Easily the lushest game I've ever seen, plus ray tracing, and this is on a base ps5.

I just picked up Ubisoft's Avatar game for research - totally worth it. I don't know how the Snowdrop engine achieves all this micro detail but the amount of it is kind of staggering😮 Easily the lushest game I've ever seen, plus ray tracing, and this is on a base ps5.

64,336 views

Just added splash effects to the procedural rivers. The game now also generates persistent rivers that flow throughout the world. I’m currently wandering around discovering them in action. #Wilderless #IndieGame #iPad

Just added splash effects to the procedural rivers. The game now also generates persistent rivers that flow throughout the world. I’m currently wandering around discovering them in action. #Wilderless #IndieGame #iPad

39,541 views

Finally got variable width working in procedural rivers using a world space post process so they feel less roadlike. I'm thinking it would be good to add wider = slower and thinner = faster, and maybe increase the depth of the carving in thinner sections? iPad Pro (2020).

Finally got variable width working in procedural rivers using a world space post process so they feel less roadlike. I'm thinking it would be good to add wider = slower and thinner = faster, and maybe increase the depth of the carving in thinner sections? iPad Pro (2020).

22,578 views

This is how I test #Meadowfell's new unified tree shader to ensure it works across all tree types. I'm porting it back to Wilderless, and using it in my next game, GrimShiver, for better control over the environment in crafting a haunted world 👻 #indiegame

This is how I test #Meadowfell's new unified tree shader to ensure it works across all tree types. I'm porting it back to Wilderless, and using it in my next game, GrimShiver, for better control over the environment in crafting a haunted world 👻 #indiegame

23,069 views

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