From 829e933ed535835a7af39fb9398212bdfd861dbf Mon Sep 17 00:00:00 2001 From: Wulferis Date: Tue, 26 Nov 2024 02:56:45 +1100 Subject: [PATCH] Update README.md --- README.md | 26 ++++++++++---------------- 1 file changed, 10 insertions(+), 16 deletions(-) diff --git a/README.md b/README.md index 0d3576ab..f8c686f1 100644 --- a/README.md +++ b/README.md @@ -26,7 +26,7 @@ # 📝 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. @@ -53,18 +53,14 @@ Please keep in mind that Prowl is incredibly new and unstable, and it is not yet - 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 @@ -82,6 +78,7 @@ Please keep in mind that Prowl is incredibly new and unstable, and it is not yet - 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 @@ -105,17 +102,16 @@ Please keep in mind that Prowl is incredibly new and unstable, and it is not yet - 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 @@ -173,9 +169,7 @@ Getting Prowl up and running is super easy! ### Editor -- 🛠️ Package Manager (Packages partially implemented) - ❌ Animation Tools -- ✔️ Visual Scripting - ❌ Material Node Editor - ❌ 2D Support @@ -216,12 +210,12 @@ Check our [Contributing guide](//CONTRIBUTING.md) to see how to be part of this - [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)

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