Zero for Educators
Updated 308 Days AgoPublic

NOTE: This page is intended as a workshop for a trained instructor to teach potential Zero Engine Educators.

Intro

This section outlines a workshop on entry level game development education through the Zero Engine.

  • Welcome
  • Instructor background
  • Trainee background
  • Goals
    • Basic Zero Engine comprehension
    • Basic intructional knowledge of curriculum.
    • Feed back
    • Identify educator goals
    • Identify requirements and constraints of the educational context

Zero Engine

The Zero Engine is a professional grade 3D game engine developed in DigiPen's R&D department. Let's start with with an overview of some highlevel

  • Launcher
    • Builds
  • Editor
    • UI
    • Text Editor
    • Customization
    • Tags
    • Commands
  • Architecture
    • Components
    • Objects
    • Resources
    • Tools
  • Graphics
    • Physically Based Rendering
  • Physics
    • Kinematic
    • Dynamic
  • Audio
    • 3D
  • Scripting (Zilch)
    • Simple
    • Advanced

Demos

  • Physics Demo rFRIC
Rube Goldbergs


Vapor

Aquarius

Frozen Masquerade

Orpheus

Super Space Blank

The Lift

ZeroHub

Zerohub is the open source platform/site for Zero Engine developement and education.

  • Open source platform
    • Tasks
    • Projects
    • Documentation
    • Source
  • Support
    • Bug Reporting
    • Feature Requests
    • Demos
  • Open Source Contribution
    • Editor
    • Documentation
    • Website/Platform (Phabricator)

Tutorials

The tutorial section is the bulk of the content intended for new students. Much of the workshop

Tutorial Sequence

Beginner I

Beginner II

Manual

Projects

The following are suggested projects to be implemented after completing each set of the Basic Tutorials.

Rube Goldberg Machine

After completing the Beginner I tutorials students should be able to implement a simple version of a Rube Goldberg machine. Unlike the following projects the Rube Goldberg machine in not modelled after any paticular game and has many degrees of freedom. It is suggested that you require students to utilize the instances of each of the following features taught in the Beginner I tutorials.

  • Physics Effects
    • Applied to
    • Applied to a Region
  • Physics Materials
    • Restitution
    • Friction
    • High Priority
  • Hierarchies

Pong

After completing the Beginner II tutorials students should be able to implement a simple version of Pong.

  • Paddles
    • Basic Input
    • Object Movement
    • Collision Detection
    • Physics Materials
  • Ball
    • Physics Materials
    • Random Direction
  • Score
    • SpriteText

Asteroids

After completing the Beginner III tutorials students should be able to implement a simple version of Asteroids.

  • Player Ship
    • Input
    • Movement
    • Firing
    • Screen Wrapping
    • 2D Rotation
  • Asteroids
    • Archetypes
      • Construction
      • Runtime Spawning
        • Timers
        • Position

2D Platformer

After completing the Beginner IV tutorials students should be able to implement a simple 2D platformer.

  • Player
    • Input
    • Movement (use the swept controller)
    • Health
    • Jumping
  • Checkpoints
    • Respawning
  • Simple Enemies
    • Patrol
    • Destroy/Respawn on Collision

External Materials and Resources

Audio

Art

Acceptable Asset Licenses

  • CC0 (Creative Commons V0)
  • MIT

Editor Reference

Text Editor Hotkeys

Last Author
doug.zwick
Last Edited
Mar 19 2018, 3:33 PM
Projects
Subscribers
jason.roberts, Outreach

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