Standalone Libraries

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 GitHub
Prowl.Runtime Core

The engine itself. Components, scenes, rendering, physics and audio, in one ordinary .NET library your game references directly.

Engine
Prowl.Graphite Runtime

A low-level GPU abstraction over Vulkan and Direct3D 11, with macOS via MoltenVK. Powers the rendering layer.

Rendering
Prowl.Clay Runtime

Model importing for glTF 2.0, GLB, VRM, OBJ and FBX into one read-only model graph. Pure C#, no native dependencies.

Assets
Prowl.Echo Runtime

Serialization via an intermediate representation you can inspect and modify before it becomes binary or text.

Serialization
Prowl.Paper Runtime

The immediate-mode UI framework the editor is built in. Retained-mode results, immediate-mode ergonomics.

UI
Prowl.Unwrapper Runtime + Editor

Turns any triangle mesh into a non-overlapping UV atlas, ready for lightmaps and AO bakes.

Meshes
Prowl.Aperture Runtime

Image decoding in managed C#, replacing the ImageMagick dependency for texture loading.

Imaging
Prowl.Quill Via runtime

Hardware-accelerated, anti-aliased 2D vector graphics. The renderer underneath Paper.

Graphics
Prowl.Scribe Via runtime

TrueType parsing, text layout and Markdown, with no native dependencies. Draws the text Quill renders.

Typography
Prowl.Vector Via runtime

Vectors, matrices, geometry, noise and collision, in 32- and 64-bit. The math the others are built on.

Math
Prowl.Slang Via Graphite

A .NET wrapper over the Slang shader compiler, covering its COM API plus shader reflection and type APIs.

Shaders
Prowl.Crumb Via Graphite

A tiny, high-performance tokenizer that lexes directly over a ReadOnlySpan<char>. Built for DSLs, markup and config formats.

Parsing
Prowl.Origami Editor

The official component library for Paper. The widgets and gizmos the editor interface is assembled from.

UI
Prowl.Ember Editor

Script hot-reloading. Components opt into reload behaviour with IReloadAware and ReloadIgnore.

Hot Reload
Prowl.Photonic Editor

A progressive CPU lightmap baker. Path-traced direct and indirect lighting, BVH4 and AVX2 accelerated.

Lighting
Prowl.Rosetta Editor

Lightweight, backend-agnostic localization for .NET. Works outside Prowl just as well as inside it.

Localization
Prowl.Drift Standalone

A pure .NET 2D physics engine. Rigid bodies, collision shapes and constraints, with no native binaries.

Physics
Prowl.Wicked Standalone

Authoritative client-server multiplayer with IL-weaved RPCs and automatic state replication. No source generators.

Networking