Use any piece on its own.
Every subsystem ships as its own MIT-licensed NuGet package. The runtime lives in the Prowl repo; everything below it comes from the Anthology monorepo. Pull just the one you need.
Browse Anthology on GitHubThe engine itself. Components, scenes, rendering, physics and audio, in one ordinary .NET library your game references directly.
EngineA low-level GPU abstraction over Vulkan and Direct3D 11, with macOS via MoltenVK. Powers the rendering layer.
RenderingModel importing for glTF 2.0, GLB, VRM, OBJ and FBX into one read-only model graph. Pure C#, no native dependencies.
AssetsSerialization via an intermediate representation you can inspect and modify before it becomes binary or text.
SerializationThe immediate-mode UI framework the editor is built in. Retained-mode results, immediate-mode ergonomics.
UITurns any triangle mesh into a non-overlapping UV atlas, ready for lightmaps and AO bakes.
MeshesImage decoding in managed C#, replacing the ImageMagick dependency for texture loading.
ImagingHardware-accelerated, anti-aliased 2D vector graphics. The renderer underneath Paper.
GraphicsTrueType parsing, text layout and Markdown, with no native dependencies. Draws the text Quill renders.
TypographyVectors, matrices, geometry, noise and collision, in 32- and 64-bit. The math the others are built on.
MathA .NET wrapper over the Slang shader compiler, covering its COM API plus shader reflection and type APIs.
ShadersA tiny, high-performance tokenizer that lexes directly over a ReadOnlySpan<char>. Built for DSLs, markup and config formats.
ParsingThe official component library for Paper. The widgets and gizmos the editor interface is assembled from.
UIScript hot-reloading. Components opt into reload behaviour with IReloadAware and ReloadIgnore.
Hot ReloadA progressive CPU lightmap baker. Path-traced direct and indirect lighting, BVH4 and AVX2 accelerated.
LightingLightweight, backend-agnostic localization for .NET. Works outside Prowl just as well as inside it.
LocalizationA pure .NET 2D physics engine. Rigid bodies, collision shapes and constraints, with no native binaries.
PhysicsAuthoritative client-server multiplayer with IL-weaved RPCs and automatic state replication. No source generators.
Networking