- About The Project
- Features
- Getting Started
- Roadmap
- Contributing
- Acknowledgments
- License
- Dependencies
Prowl is an open-source, MIT-licensed game engine developed in pure C# in .NET 8, (which surprisingly has no runtime fees believe it or not! 😮). 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. The goal is a viable open-source Unity alternative, ideally, Unity projects can port over with as little resistance as possible.
NOTE: Please keep in mind that Prowl is incredibly new and unstable, and it is not yet Game Ready, however, we are hopeful that Prowl will be stable and ready for simple games by the end of this year. Also all development is currently on the Development branch, Main branch is reasonably far behind as of writing this, We plan to merge back in soon.
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General:
- Cross-Platform! Windows, Linux & Mac!
- Unity-like Editor & Scripting API
- C# Scripting
- Gameobject & Component structure
- A Powerful Custom UI Library
- Same Library for Ingame and Editor UI
- 3D Drawing in UI used for Gizmo's
- Immediate Mode with retained properties
- .NET 8
- Editor with support for Editor Scripts and Custom Editors
- Physics (Bepu Physics 2)
- 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)
- Colliders: Box, Sphere, Capsule, Cylinder,
- Unity-like Coroutines
- Playtest directly in Editor
- ScriptableObjects
- Projects & Project Settings
- Unity-like Serializer to create In-Memory Graphs
- Graph -> Custom Text Format
- Graph -> Binary
- Fully 64-bit using Doubles
- Large World Coordinates Support
- Camera Relative Rendering
- Scene System
- Modular Audio Backend
- OpenAL
- Currently only supports .wav files
- Prefabs
- Build System - Build to Standalone Application
- Packed Asset files
- Less than 15mb builds - currently working on removing 10mb, Almost done!
- Only exports used assets
- Supports Windows, Mac & Linux
- Navmesh and AI Agents (Recast & Detour)
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Graphics Rendering:
- Modular Graphics Backend
- OpenGL
- PBR (Physically Based Rendering) using Cook-Torrance BRDF
- Albedo Map
- Normal Map
- Roughness Map
- Metallic Map
- Ambient Occclusion Map
- Emission Map
- Deferred Renderer
- Point, Spot, and Directional Lights
- Shadow Mapping + Contact Hardening (Variable Penumbra)
- Post Processing
- HDR with Tonemapping (Melon, Aces, Reinhard, Uncharted, Filmic)
- Bokeh Depth of Field
- Screen Space Reflections
- Kawase Multi-Pass Bloom
- Temporal Anti-Aliasing
- Stochastic Transparency
- Adjustable Render Resolutions per camera
- Dedicated Shadow Pass for Shaders
- Procedural Skybox with Skybox-Blended Fog
- GPU Skinned Mesh Rendering
- Skeletal Animations
- Modular Graphics Backend
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Asset Pipeline:
- A Powerful Asset Pipeline with a very similar structure to unity
- Meta Files & Reference by GUID
- Import Caching
- Support for Custom Importers
- Supports many major file formats via ImageMagick, Assimp, etc
- Sub-Assets, Assets stored inside other assets
- Dependency Tracking
Getting Prowl up and running is super easy!
Note: There are no official releases yet so you need to download this repository to use Prowl!
- Visual Studio Version 17.8.0+ - Required to support .NET 8
- .NET 8
- Clone the repo
- Open
.sln
file with Visual Studio Version 17.8.0+ - That's it! 😄 🎉
- 🛠️ Cross Platform
- ✔️ Windows
- ✔️ MacOS
- ✔️ Linux
- ❌ Android
- ❌ iOS
- ❌ Web
- ✔️ UI Engine
- ❌ VR Support
- ✔️ Navmesh and AI Agents
- 🛠️ Networking Solution
- ❌ SSAO, Screen-Space Decals, etc.
- ❌ Realtime GI
- ❌ Lightmaps and Light Probes
- ❌ Cascaded shadow mapping
- ❌ Particle System
- ❌ Terrain Engine
- 🛠️ Package Manager (Packages partially implemented)
- ❌ Animation Tools
- 🛠️ Visual Scripting
- ❌ Material Node Editor
- ❌ 2D Support
See the open issues for a full list of proposed features (and known issues).
🚀 Welcome to the Prowl community! We're thrilled that you're interested in contributing.
We're not too proud to admit it – we need your help. 🆘
Developing a game engine is a colossal task, and we can't do it alone. We need passionate developers, designers, testers, and documentation enthusiasts, people like you to help make Prowl the best it can be. 💪
Whether you're a seasoned developer or just getting started, your code contributions are invaluable. We have a list of open issues that you can tackle, or feel free to propose your own improvements.
Encountered a bug? We want to know! Submit detailed bug reports on our issue tracker to help us squash those pesky bugs.
Have a fantastic idea for a new feature? Share it with us! Open a feature request and let's discuss how we can make Prowl even better.
Not a developer? No problem! You can still contribute by spreading the word. Share your experiences with Prowl on social media, blogs, or forums. Let the world know about the exciting things happening here.
We're not just asking for contributors; we're asking for partners in this journey. Every small contribution is a step toward realizing Prowl.
All contributors will be acknowledged in our Acknowledgments section.
Thank you for considering contributing to Prowl. Together, let's build something amazing!
- Hat tip to the creators of Raylib, While we are no longer based upon it, it has shaved off hours of development time getting the engine to a usable state.
- Some ideas/code have been taken from the amazing 2D Engine Duality.
- Michael (Wulferis)
- Abdiel Lopez (PaperPrototype)
- Josh Davis
- ReCore67
- Isaac Marovitz
- Kuvrot
- JaggerJo
- Jihad Khawaja
- Jasper Honkasalo
- Kai Angulo (k0t)
- Bruno Massa
Distributed under the MIT License. See LICENSE.txt
for more information.
- Assimp via Assimp.NET
- ImageMagick via Magick.NET