What's included

A full engine, not just a framework.

Everything below ships in the box, MIT licensed, with the source open to read and change.

Rendering

  • PBR with metallic workflow
  • Node-based shader graph
  • Cascaded shadow maps
  • Skinned mesh + bone animation
  • GPU instancing & frustum culling
  • Line renderer with billboarding
  • Dedicated render thread

Post Processing

  • HDR tonemapping (ACES, AgX, Filmic)
  • Bloom & auto exposure
  • FXAA, SMAA and TAA
  • GTAO ambient occlusion
  • Stochastic screen space reflections
  • Bokeh depth of field
  • Motion blur
  • Volumetric fog

Lighting

  • Directional, point and spot lights
  • Baked lightmaps via Prowl.Photonic
  • Path-traced direct and indirect bounce
  • BVH4 + AVX2 accelerated baking
  • Light probe groups and volumes
  • Automatic lightmap UVs

Physics

  • Jitter Physics 2 (box, sphere, mesh)
  • 9 constraint types
  • Hinge, ball-socket and cone limits
  • Linear and angular motors
  • Character controller
  • Raycasting & shape casting
  • Terrain colliders with filtering

Audio

  • Spatial 3D audio via MiniAudio
  • WAV, MP3, OGG Vorbis and FLAC
  • Reverb and delay
  • Distortion and phaser
  • Filter effects
  • Chainable effect graph

World Building

  • Terrain with quadtree LOD
  • Heightmap & splatmap painting
  • GPU-instanced grass & tree LOD
  • Particle system with modules
  • Prefabs with nested prefab support
  • Scene composition and linking

Editor

  • Scene, hierarchy, inspector, console
  • Dockable, resizable panels
  • Transform gizmos & undo/redo
  • Custom component editors
  • Play-in-editor
  • Nine built-in themes, fully customisable
  • Built on Prowl.Paper and Prowl.Origami

Scripting

  • C# 14 on .NET 10
  • Components are plain C# classes
  • Script hot-reloading via Prowl.Ember
  • IReloadAware and ReloadIgnore hooks
  • Roslyn analyzers for engine APIs
  • Standard .csproj, any IDE

Assets

  • glTF 2.0, GLB and VRM
  • Wavefront OBJ
  • Autodesk FBX (binary + ASCII)
  • PNG, HDR and EXR textures
  • GUID-based asset pipeline
  • Mesh UV unwrapping built in

Platform & Build

  • Windows, Linux & macOS
  • Build to standalone with packed assets
  • Input action system with composites
  • Gamepad, mouse and keyboard bindings
  • Localization via Prowl.Rosetta
  • Multiplayer via Prowl.Wicked

Read the source.

Every system listed here is plain C# you can open. No black boxes.