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Documentation Index

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Prowl is an open-source 3D game engine written in pure C# for .NET 9. It brings a familiar Unity-like 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

1

Install prerequisites

Install the .NET 9 SDK and Visual Studio 2022 (v17.8+), VS Code, or JetBrains Rider.
2

Clone and initialize submodules

git clone https://github.com/ProwlEngine/Prowl.git
cd Prowl
# Windows
UpdateSubmodules.bat
# Linux / macOS
./UpdateSubmodules.sh
3

Open the solution

Open Prowl.sln in your IDE, set Prowl.Editor as the startup project, and run in Debug or Release configuration.
4

Create your first script

In the editor, right-click the Assets panel → Create → C# Script. Name it MyBehaviour and write your first Update() loop.
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

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