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michaelsakharov committed Nov 25, 2024
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# <span align="center">📝 About The Project 📝

Prowl is an open-source, **[MIT-licensed](#span-aligncenter-license-span)** game engine developed in **pure C# in latest .NET**, (which surprisingly has **no runtime fees** believe it or not! 😮).
Prowl is an open-source, **[MIT-licensed](#span-aligncenter-license-span)** 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.

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- Immediate Mode with retained properties
- .NET 8
- Editor with support for Editor Scripts and Custom Editors
- Physics ([Bepu Physics 2](https://github.com/bepu/bepuphysics2))
- Colliders: Box, Sphere, Capsule, Cylinder, ~~Mesh Collider~~ - Needs to be re-implemented
- Triggers
- Raycasts and Sweeps
- Non-Kinematic Character Controller (Just a fancy rigidbody)
- Supports Moving Platforms
- A ton of physical constraints (All of Bepu's constraints)
- Physing using [Jitter Physics 2](https://github.com/notgiven688/jitterphysics2)
- Colliders: Box, Sphere, Capsule, Cylinder, Cone, Convex Mesh
- Collision Layers
- Unity-like Coroutines
- Playtest directly in the Editor
- ScriptableObjects
- Projects & Project Settings
- Unity-like Serializer to create In-Memory Graphs
- Powerful Serializer to create In-Memory Graphs
- Graph → Custom Text Format
- Graph → Binary
- Fully 64-bit using Doubles
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- Only exports used assets
- Supports Windows, Mac & Linux
- Navmesh and AI Agents (Recast & Detour)
- Node Graph (Based on Unity's xNode)

- **Graphics Rendering:**
- Near Identical API to Unity
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- Spot & Directional Light Shadows - Point shadows is not implemented
- Shadow Atlas
- Dynamic Shadow Resolutions
- Post Processing - Near Identical API to Unity
- Post Processing
- Tonemapping (Melon, Aces, Reinhard, Uncharted, Filmic)
- Motion Blur
- Very fast Kawase Bloom
- Transparency
- Procedural Super Performant Skybox
- Node-Based Visual Scripting (Working but pretty simple)
- Dynamic Resolutions Per Camera

- **Asset Pipeline:**
- A Powerful Asset Pipeline with a very similar structure to unity
- A Powerful Asset Pipeline
- Meta Files & Reference by GUID
- Import Caching
- Support for Custom Importers
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### Editor

- 🛠️ Package Manager (Packages partially implemented)
- ❌ Animation Tools
- ✔️ Visual Scripting
- ❌ Material Node Editor
- ❌ 2D Support

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- [Prowl.DotRecast](https://github.com/ProwlEngine/Prowl.DotRecast)
- [Prowl.Veldrid](https://github.com/ProwlEngine/Prowl.Veldrid)
- [Silk.NET](https://github.com/dotnet/Silk.NET)
- [Bepu Physics](https://github.com/bepu/bepuphysics2)
- [Jitter Physics 2](https://github.com/notgiven688/jitterphysics2)

### Editor

- [Assimp](https://github.com/assimp/assimp) via [Assimp.NET](https://bitbucket.org/Starnick/assimpnet)
- [ImageMagick](http://www.imagemagick.org/) via [Magick.NET](https://github.com/dlemstra/Magick.NET)
- [Image Sharp](https://github.com/SixLabors/ImageSharp)

<p align="right">(<a href="#readme-top">back to top</a>)</p>

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