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.


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


  • Physics Demo rFRIC
Rube Goldbergs



Frozen Masquerade


Super Space Blank

The Lift


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)


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

Tutorial Sequence

Beginner I

Beginner II



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


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


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



Acceptable Asset Licenses

  • CC0 (Creative Commons V0)
  • MIT

Editor Reference

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Last Author
Last Edited
Mar 19 2018, 3:33 PM
jason.roberts, Outreach

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