# Prowl **Repository Path**: cmx/Prowl ## Basic Information - **Project Name**: Prowl - **Description**: No description available - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: main - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2026-09-11 - **Last Updated**: 2026-09-11 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README Prowl logo image ![Github top languages](https://img.shields.io/github/languages/top/ProwlEngine/Prowl) [![GitHub version](https://img.shields.io/github/v/release/ProwlEngine/Prowl?include_prereleases&style=flat-square)](https://github.com/ProwlEngine/Prowl/releases) [![GitHub license](https://img.shields.io/github/license/ProwlEngine/Prowl?style=flat-square)](https://github.com/ProwlEngine/Prowl/blob/main/LICENSE.txt) [![GitHub issues](https://img.shields.io/github/issues/ProwlEngine/Prowl?style=flat-square)](https://github.com/ProwlEngine/Prowl/issues) [![GitHub stars](https://img.shields.io/github/stars/ProwlEngine/Prowl?style=flat-square)](https://github.com/ProwlEngine/Prowl/stargazers) [![Discord](https://img.shields.io/discord/1151582593519722668?logo=discord )](https://discord.gg/BqnJ9Rn4sn) #

🎮 An Open Source Unity-like Engine! 🎮

1. [About The Project](#-about-the-project-) 2. [Features](#-features-) 3. [Getting Started](#-getting-started-) * [Prerequisites](#prerequisites) * [Installation](#installation) 4. [Contributing](#-contributing-) 5. [Acknowledgments](#-acknowledgments-) * [Contributors](#contributors-) * [Dependencies](#dependencies-) 6. [License](#-license-) # 📝 About The Project 📝 Prowl is an open-source, **[MIT-licensed](https://github.com/ProwlEngine/Prowl/blob/main/LICENSE)** game engine developed in **pure C# in latest .NET**. It aims to provide a seamless transition for developers familiar with _Unity_ by maintaining a similar API while also following KISS and staying as small and customizable as possible. Ideally, _Unity_ projects can port over with as little resistance as possible. Prowl is currently in **1.0-preview**, following a complete rewrite of the Editor, renderer, physics, audio, and UI. Projects made with older versions of Prowl are not compatible with 1.0-preview, there is no migration path. Until the final 1.0 release, further breaking changes are still possible. ### [

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](https://discord.gg/BqnJ9Rn4sn) image 5 | ![Screenshot](https://i.imgur.com/khCaEB5.png) | ![Screenshot](https://i.imgur.com/qNeMvC4.jpeg) | | :-: | :-: | | ![image](https://i.imgur.com/xooqeDx.png) | ![image](https://i.imgur.com/zbCJOwI.png) | | ![UntitledFLightModel](https://i.imgur.com/TkJOmw9.png) | ![Untitled](https://i.imgur.com/BXn31d0.png) | | ![UntitledFLightModel](https://i.imgur.com/rLGLo7h.png) | ![Untitled](https://i.imgur.com/jbKCif2.png) | # ✨ Features ✨ - **General:** - Cross-Platform! Windows, Linux & Mac, for both the Editor and exported builds - Unity-like Editor & Scripting API - C# Scripting with .NET 10 - GameObject & MonoBehaviour Component Architecture - **Prowl.Runtime works fully standalone from the Editor** - reference it directly and ship a game with zero Editor dependency - Custom Immediate Mode UI ([Paper](https://github.com/ProwlEngine/Anthology)), Editor built on top of [Origami](https://github.com/ProwlEngine/Anthology) - Vector Graphics & Text Rendering via [Quill](https://github.com/ProwlEngine/Anthology) - Full-Featured Editor - Scene View, Hierarchy, Inspector, Project Browser, Console, Game View - Custom Component Editors, Property Editors, and Scene View Editors - Transform Gizmos (Move, Rotate, Scale) - Undo/Redo System - Dockable & Resizable Panels with Layout Persistence - Drag & Drop (Assets, GameObjects, Components) - Multi-Select & Search/Filtering in Editor Panels - Asset Thumbnail Generation & 3D Previews - Animation Curve & Gradient Editors - Rebindable Shortcut/Hotkey System - Editor Theming with Customizable Color Palettes and sizing - Playtest directly in the Editor - Hot-Reloading Scripts - Localization - English, German, Spanish, French, Italian, Japanese, Korean, Polish, Portuguese, Russian, Turkish & Chinese - Managed & Native Plugins with Assembly Definitions - Physics using [Jitter Physics 2](https://github.com/notgiven688/jitterphysics2) - Colliders: Box, Sphere, Capsule, Cylinder, Cone, Convex Hull, Mesh, Model, Terrain - Wheel Collider (raycast-based vehicle wheel, with suspension & slip-based grip) - Joints & Constraints: Ball Socket, Hinge Joint, Hinge Angle, Fixed Angle, Cone Limit, Distance Limit, Twist Angle, Prismatic, Universal, Point On Line, Point On Plane, Angular Motor, Linear Motor - Character Controller - Trigger Volumes (Box, Sphere, Capsule) - Collision Layers & Filtering (LayerMask) - Raycasting & Shape Query API - Audio via MiniAudio - Spatial 3D Audio with Attenuation & Doppler - Supports WAV, MP3, OGG, FLAC - Effect chain (Delay, Distortion, Biquad Filter, Reverb, Phaser) + custom `IAudioEffect` - Serialization via [Prowl.Echo](https://github.com/ProwlEngine/Anthology) - Tags & Layers System - Scene System with Fog & Ambient Lighting - Prefabs with Nested Prefab Support - Apply, Revert, Break Instance & Override Tracking - Projects & Project Settings - Script Compilation via dotnet build (Game & Editor Assemblies) - Input Action System with Composites & Processors - `.inputactions` assets with a dedicated editor - Action phases (Disabled / Started / Performed / Cancelled) - Composite bindings (WASD → Float2, D-pad, etc.) for keyboard, mouse & gamepad - GameObject-Based UI, including World Space UI - `RectTransform`-driven layout, Buttons, Sliders, layout groups, drag & drop event handlers - Prowl Actions - persistent, inspector-configurable event callbacks - Math via [Prowl.Vector](https://github.com/ProwlEngine/Anthology) - Matrices (`Float4x4`), Quaternions, Transform2D - Shapes: AABB, Bounds, Frustum, Cone, Ray, Plane, LineSegment, Rect - Build System - Build to Standalone Application - Packed Asset Files (.prowlpak) - Only exports used assets - Per-platform build profiles - Supports Windows, Mac & Linux - Unit Tested - 450+ tests across the Runtime and Editor - **Graphics Rendering:** - OpenGL Backend via [Silk.NET](https://github.com/dotnet/Silk.NET) - Dedicated Render Thread - Extensible Render Pipeline (Custom Pipelines Supported) - Forward-Lit Pipeline with Thin G-Buffer Pre-Pass (Depth, Normals, Motion, Roughness, Metallic) - UV-Unwrapping via [Prowl.Unwrapper](https://github.com/ProwlEngine/Anthology), Progressive Lightmapper via [Prowl.Photonic](https://github.com/ProwlEngine/Anthology) - Baked Light Probes - Custom Shader Language with #include Support, Multi-Pass, and Shader Keywords/Variants - HDR & PBR (Physically Based Rendering) - Metallic Workflow - Albedo, Normal, Surface (AO / Roughness / Metallic), Emission Maps - Mesh Renderer & Skinned Mesh Renderer with Bone Animation and Blendshapes - Line Renderer - Sprites, with Sprite Sheet slicing (Grid, Isometric & Automatic alpha-based slicing) and a dedicated Sprite Editor - Render Textures & Texture3D - GPU Instancing & Frustum Culling - Point, Spot, and Directional Lights - All light types support Shadow Mapping - Cascaded Shadow Maps for Directional Lights (up to 4 cascades) - Cubemap Shadows for Point Lights - Shadow Atlas with Dynamic Packing - Post Processing - HDR Tonemapping (ACES / Reinhard / Uncharted / Filmic / Melon / AgX) - Bloom (dual-filter downsample/upsample) - FXAA (Fast Approximate Anti-Aliasing) - TAA (Temporal Anti-Aliasing) - SMAA - Ground-Truth Ambient Occlusion (GTAO) - Stochastic Screen Space Reflections (SSR) - Bokeh Depth of Field - Volumetric Fog - Cinematic Effects (grain, vignette, chromatic aberration) - Transparency - Grab Pass (depth-aware) for refraction / heat-haze / frosted glass - Procedural / Cubemap / Gradient Skybox - Terrain System - Quadtree LOD - Heightmap & Splatmap Painting - GPU-Instanced Grass Rendering - Tree Rendering with LOD Distance - Dedicated Terrain Editor (Height, Paint, Grass, Trees, Settings) - Holes - Particle System - GPU-Instanced Rendering - Modules: Emission, Size/Color/Rotation/Velocity Over Lifetime, Collision, UV Animation - Local & World Simulation Spaces - **Asset Pipeline:** - GUID-Based Asset References with Meta Files - Import Caching & File Watching for Auto-Reimport - Custom Importers via Attributes - Sub-Assets with Deterministic GUIDs - Forward & Reverse Dependency Tracking - Threaded Asset Loading - Supported Formats: - Models: GLTF, GLB, OBJ, FBX (via [Prowl.Clay](https://github.com/ProwlEngine/Anthology)) - Textures: PNG, JPG, BMP, TGA, PSD, HDR, DDS, EXR (via Magick.NET) - Audio: WAV, MP3, OGG, FLAC

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# 🚀 Getting Started 🚀 Getting Prowl up and running is super easy! ### Prerequisites * [.NET 10](https://dotnet.microsoft.com/en-us/download/dotnet/10.0) ## Releases > **Note**: Prowl is now at **1.0-preview**, grab it from the [Releases page](https://github.com/ProwlEngine/Prowl/releases). Projects made with older, pre-1.0-preview versions of Prowl are not compatible and cannot be migrated. ## Build from source ### Installation 1. Clone the repo 2. Open `.sln` with your editor ([Visual Studio Version 17.8.0+](https://visualstudio.microsoft.com/vs/preview/), [VSCode](https://code.visualstudio.com/), [Rider]((https://www.jetbrains.com/rider/)), etc.) 3. That's it! 😄 🎉

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# 🤝 Contributing 🤝 Check our [Contributing guide](https://github.com/ProwlEngine/Prowl/blob/main/CONTRIBUTING.md) to see how to be part of this team.

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# 🙏 Acknowledgments 🙏 - Hat tip to the creators of [Raylib](https://github.com/raysan5/raylib), While we are no longer based upon it, it has shaved off hours of development time getting the engine to a usable state. ## Contributors 🌟 - [Michael (Wulferis)](https://twitter.com/Wulferis) - [Abdiel Lopez (PaperPrototype)](https://github.com/PaperPrototype) - [Josh Davis](https://github.com/10xJosh) - [ReCore67](https://github.com/recore67) - [Isaac Marovitz](https://github.com/IsaacMarovitz) - [Kuvrot](https://github.com/Kuvrot) - [JaggerJo](https://github.com/JaggerJo) - [Jihad Khawaja](https://github.com/jihadkhawaja) - [Jasper Honkasalo](https://github.com/japsuu) - [Kai Angulo (k0t)](https://github.com/sinnwrig) - [Bruno Massa](https://github.com/brmassa) - [Mark Saba (ZeppelinGames)](https://github.com/ZeppelinGames) - [Chandler Cox (Tryibion)](https://github.com/Tryibion) - [EJTP (Unified)](https://github.com/EJTP) - [Paolo (xZekro51)](https://github.com/xZekro51) - [Kouame Benoit Junior Augustin (ZedDevStuff)](https://github.com/ZedDevStuff) ## Dependencies 📦 - [Silk.NET](https://github.com/dotnet/Silk.NET) - Windowing, Input, OpenGL & Audio Bindings - [Jitter Physics 2](https://github.com/notgiven688/jitterphysics2) - Physics Engine - [Magick.NET](https://github.com/dlemstra/Magick.NET) - Image Processing - [Prowl.Echo](https://github.com/ProwlEngine/Anthology) - Serialization - [Prowl.Paper](https://github.com/ProwlEngine/Anthology) - UI Framework - [Prowl.Origami](https://github.com/ProwlEngine/Anthology) - Component Library for Paper - [Prowl.Quill](https://github.com/ProwlEngine/Anthology) - Vector Graphics & Text Rendering - [Prowl.Scribe](https://github.com/ProwlEngine/Anthology) - TrueType font parsing, glyph rasterization & markdown layout - [Prowl.Rosetta](https://github.com/ProwlEngine/Anthology) - For Editor Localisation - [Prowl.Vector](https://github.com/ProwlEngine/Anthology) - 64-bit Math Library - [Prowl.Unwrapper](https://github.com/ProwlEngine/Anthology) - UV Unwrapper - [Prowl.Photonic](https://github.com/ProwlEngine/Anthology) - Progressive Lightmapper - [Prowl.Clay](https://github.com/ProwlEngine/Anthology) - Model Importing (GLTF, GLB, OBJ, FBX)

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# 📜 License 📜 Distributed under the MIT License. See [LICENSE](https://github.com/ProwlEngine/Prowl/blob/main/LICENSE) for more information.

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--- ### [Join our Discord server! 🎉](https://discord.gg/BqnJ9Rn4sn) [![Discord](https://img.shields.io/discord/1151582593519722668?logo=discord )](https://discord.gg/BqnJ9Rn4sn)