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Welcome to ZeroHub, the open source project development hub for the Zero Engine community. The Zero Engine is a powerful simulation engine custom built in C++ by DigiPen Research & Development, a team of DigiPen graduates.

Download the Engine

Installing the Zero Engine (and Zero Launcher)

Zero Engine is downloaded through a separate application called the Zero Launcher, which provides features such as multiple build installation and access, new project creation, and a browser for recent projects.

Zero Engine Features

The Zero Engine can be used to make simulations of any kind. Projects range from simple prototypes to professional 2D and 3D games, simple physics or graphics demonstrations to robust, realistic simulations. Versatility of the engine is made possible by the features in the following sections:


  • A discrete launcher that provides access to all project and engine builds
  • Editor modes customized for 2D and 3D projects
  • Full-featured text editor with dozens of hotkeys and configuration options


  • Component-based architecture applied across the engine in the form of :
  • ZilchComponents for game object behaviors
  • ZilchFragment for fragment, vertex, and geometry shaders
  • ContentComponents for Resources meta data


  • Fully modifiable, scripted rendering pipeline
  • With a physically-based renderer provided as the default renderer
  • Dedicated render thread


  • Custom-built, three-dimensional, constraint-based physics engine
  • Regions that can apply both pre-defined and user-defined PhysicsEffects
  • Robust, customizable joint system



  • High-level scripting and shader language

Learning the Zero Engine

Not all users have the same level of experience, with Zero Engine or game engines in general. The following guidelines and recommendations provide recommendations for any level of user with different types of background and experience to become productive in Zero.

Novice Users

So you have never made a game or even programmed before. No problem! We have a sequence of tutorials and manual pages that will instruct you in the basics of both Zero and game programming in general. We suggest users of this level take the following steps to get started.

New To Everything

Some Prior Game Engine Experience

  • If you have some experience with another game engine, you may wish to create a new project and start playing around. The best way to learn is to do and experiment.
  • If you find yourself stuck or curious about a part of the engine you're unfamiliar with, check out the ZeroManual for detailed coverage of the major systems, individual elements, and concepts unique to the Zero Engine.

Once you've mastered the basics taught in the Basics and Beginner tutorial_sequences and feel comfortable with the Editor UI and essential features, continue down to Intermediate Users.

Intermediate Users

If you have some experience making games and programming, you will be able to pick things up fairly quickly.

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