# 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

[](https://github.com/ProwlEngine/Prowl/releases)
[](https://github.com/ProwlEngine/Prowl/blob/main/LICENSE.txt)
[](https://github.com/ProwlEngine/Prowl/issues)
[](https://github.com/ProwlEngine/Prowl/stargazers)
[](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. ### [Join our Discord server! 🎉
](https://discord.gg/BqnJ9Rn4sn)
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# ✨ 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
# 🚀 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! 😄 🎉
# 🤝 Contributing 🤝
Check our [Contributing guide](https://github.com/ProwlEngine/Prowl/blob/main/CONTRIBUTING.md) to see how to be part of this team.
# 🙏 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)
# 📜 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)
[](https://discord.gg/BqnJ9Rn4sn)