Prowl is an open-source 3D game engine written in pure C# for .NET 9. It brings a familiar Unity-likeDocumentation Index
Fetch the complete documentation index at: https://mintlify.com/ProwlEngine/Prowl/llms.txt
Use this file to discover all available pages before exploring further.
GameObject/MonoBehaviour scripting model to a fully cross-platform, MIT-licensed engine — complete with a dockable editor, PBR rendering across OpenGL, Vulkan, DirectX 11, and Metal, Jitter2 physics, OpenAL audio, and navmesh via Recast & Detour. Whether you’re building a new game from scratch or exploring engine architecture, Prowl gives you a clean, hackable foundation.
Installation
Set up .NET 9, clone the repo, and run the editor in minutes
Editor Overview
Tour the scene view, hierarchy, inspector, and asset browser
GameObjects & Components
Understand the entity-component model at the heart of Prowl
Scripting with MonoBehaviour
Write game logic using the familiar lifecycle API
What’s Inside Prowl
PBR Rendering
HDR, physically-based materials, shadows, bloom, SSAO, and tone mapping
Physics
Double-precision Jitter2 physics with raycasting and a full collider suite
Navigation
Bake nav meshes and move agents with Recast & Detour
Audio
3D positional OpenAL audio with AudioSource and AudioListener
Immediate-Mode GUI
Custom GUI system for both runtime HUDs and editor tooling
Build & Deploy
Compile and package your game for Windows, Linux, and macOS
Quick Start
Install prerequisites
Install the .NET 9 SDK and Visual Studio 2022 (v17.8+), VS Code, or JetBrains Rider.
Open the solution
Open
Prowl.sln in your IDE, set Prowl.Editor as the startup project, and run in Debug or Release configuration.Prowl is in active early development. Some planned features — cascaded shadows, animation tooling, 2D support, and mobile/web targets — are not yet available. Check the GitHub repo for the current roadmap.
API Reference
Application & SceneManager
Bootstrap the engine, control the main loop, and manage scenes
GameObject & MonoBehaviour
Full reference for the entity and component base classes
Graphics & Rendering
Draw meshes, blit render textures, submit command buffers
Math Library
Vector, Quaternion, Matrix, Ray, Bounds, and utility math types