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michaelsakharov authored Nov 23, 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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- Colliders: Box, Sphere, Capsule, Cylinder, ~~Mesh Collider~~ - Needs to be re-implemented
- Triggers
- Raycasts and Sweeps
- Non-Kinematic Character Controller (Just a fancy rigidbody)
- Rigidbody-based Character Controller
- Supports Moving Platforms
- A ton of physical constraints (All of Bepu's constraints)
- 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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- 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
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- 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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