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Zero Engine — Zero Engine 1.0 documentation

Welcome to the website for the Zero Engine, DigiPen Institute of Technology‘s proprietary game engine and editor. The Zero Engine is a powerful simulation engine, custom built in C by DigiPen’s Research and Development Team (a group of DigiPen graduates and instructors). We aim to enable our users to create the the most engaging experiences possible and to educate the next generation of game development professionals. The Zero Website is always under maintenance. Check out our website patch notes. Having...

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Zero Engine — Zero Engine 1.0 documentation | zero.digipen.edu Reviews

https://zero.digipen.edu

Welcome to the website for the Zero Engine, DigiPen Institute of Technology‘s proprietary game engine and editor. The Zero Engine is a powerful simulation engine, custom built in C by DigiPen’s Research and Development Team (a group of DigiPen graduates and instructors). We aim to enable our users to create the the most engaging experiences possible and to educate the next generation of game development professionals. The Zero Website is always under maintenance. Check out our website patch notes. Having...

INTERNAL PAGES

zero.digipen.edu zero.digipen.edu
1

Tutorials — Zero Engine 1.0 documentation

http://zero.digipen.edu/Tutorials/index.html

Sometimes the best way to learn something is to just do it, but don’t worry, we will be there along the way to help. Check out the tutorials below to find out what topics they cover and how each one can help you. How to use the tabs, windows, and commands of the Zero Editor. Scripting using Zilch in the Zero Engine. Explore the Zero Engine’s architecture and learn how to build you games better. Discover parts of the engine used primarily for gameplay scripting. Gameplay Scripting in Zero.

2

Community — Zero Engine 1.0 documentation

http://zero.digipen.edu/Community/index.html

Welcome to the Zero Engine community. While you’ll find most of us on the DigiPen campus there are users all over the world. Here you’ll find articles. On topics related to game development and blogs. By experienced Zero Engine users. You can check out our ask. Site where users and developers alike can post and respond to questions, or the showcase. Of notable game made in Zero. The Zero Engine developers are part of the community too, follow their progress on our roadmap. And get developer support.

3

Documentation Patch Notes — Zero Engine 1.0 documentation

http://zero.digipen.edu/Support/PatchNotes.html

Below is a list of website updates for zero.digipen.edu. This is a fairly large patch geared towards updating existing materials. Download link to site wide sidebar. Added feedback survey link to site wide sidebar. Fixed typo in title. 2D Vector Math, Part 1. 2D Vector Math, Part 2. Saving and Loading Data. Fixed typo in title. This patch was primarily focused on improving materials for beginner ProjectFun users. There is also new documentation on the text editor and collision. The Level Settings Object.

4

Zero Manual — Zero Engine 1.0 documentation

http://zero.digipen.edu/ZeroManual/index.html

The Zero Engine Manual is designed to be a comprehensive reference guide for all engine functionality. It offers descriptions of engine systems and components for those who are already developing their own projects in the engine. If you feel you need more guidance or practice check out our tutorial section. New to the manual? Getting started with the Zero Engine. How to use the tabs, windows, and commands of the Zero Editor. Scripting using Zilch in the Zero Engine. Networking in Zero Coming Soon!

5

Getting Started — Zero Engine 1.0 documentation

http://zero.digipen.edu/GettingStarted/index.html

Welcome to the website for the Zero Engine, DigiPen Institute of Technology. 8216;s proprietary game engine and editor. The Zero Engine is a powerful simulation engine, custom built in C by DigiPen’s Research and Development. Team (a group of DigiPen graduates and instructors). A sophisticated, easy-to-use editor: ZED (Zero Editor). Support for 2D and 3D games. Custom-built constraint-based physics engine. Installing the Zero Editor. The Zero Engine Launcher. Or if you already know what you are doing.

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seanmcgeer.com seanmcgeer.com

Projects | Sean McGeer

http://seanmcgeer.com/projects

This blog is meant to be an archive of all the work I’ve done over the years. Most of my recent work has been programming, but there’s still a bit of other stuff shown here, like some very old videos. All this is to say that the things at the top aren’t necessarily considered my best work, or my most ambitious projects. However, I feel that in total this listing gives a very good representation of the sort of stuff I like to make. This entry was posted in Uncategorized. October 21, 2010. I was the produc...

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[Python] Zero Metrics Integration - Riley Pannkuk

http://www.rileypannkuk.com/python-zero-metrics-integration.html

Temple of the Water God. EAT: Escape Alien Terrestrials. JS] Google Form Email Response. JS] Google Form Trello Integration. JS] Trello Card Organizer. C ] Metrics Integration. Python] Zero Metrics Integration. Python] Zero Metrics Integration. This led me to GameAnalytics.com. A site designed with the most minimal aspects of metrics but have some fundamental features which make it more desirable over other free alternatives:. Access to all data via HTTP POST requests using their REST API. In lieu of usi...

ikteroenbloga.blogspot.com ikteroenbloga.blogspot.com

IKT Ikasgaiko bloga: BIDEOJOKUAK

http://ikteroenbloga.blogspot.com/p/programazioa.html

Created with flickr badge. Aurten, IKT-n bideojokuak landuko ditugu. Horretarako, zenbait pausu eman beharko ditugu. Hona hemen, hemendik aurrera jarraituko dugun planning-a:. 2 egun : Zero Engine. 3 aste(*) : Rube Goldberg Machine. 5-6 aste: Programatzen ikasi. ( Zilch. Da Zero inguruneko programazio-lengoaia). Astea: Hastapena, aldagaiak, balioa aleatorioak, baldintzazko egiturak. Astea: Bukleak, "Property"-ak. Arketipoak eta objektuak sortzea jokuan zehar. 8 aste): Zuen bideo-jokua diseinatu:. Ikonoa ...

jakeshirley.com jakeshirley.com

TimeMachine Editor – Jake Shirley

http://www.jakeshirley.com/game-projects/timemachine-editor

In April 2014 I began work on my current project, Chronomancers. While half of our team was using DigiPen’s Zero Engine. For prototyping, I started work on my own engine and editor. The TimeMachine Engine/Editor was written in C . It utilizes wxWidgets as a GUI framework, DirectX 11 for graphics, and FMOD Studio for audio. Features I Worked On. Integrated Lua into engine utilizing meta data for bindings. Support for C user defined classes/enumerations. Additional safeguards for new Lua users.

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Zero Engine — Zero Engine 1.0 documentation

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