Zero Engine is a full range of programming tools for anyone working with real-time technology. From visual design to cinema-like experiences to high-quality PC games, consoles, mobile phones, VR and AR – Zero Engine offers everything you need to get started, send, grow and stand out from the crowd.
Character animation tool
Fully customize reliable and moving characters with Zero Engine mesh animation and editing tools that include advanced features such as state machines, mixed spaces, forward and backward kinematics, physics-based animations for ragdoll effects and the ability to preview in animation preview …
Create and control complex animation behaviours with Animation Planning. Blueprint Animation is a special model that controls the animation of masked frames. The graphics are changed in the Animation Scheme Editor, where you can mix animations directly …
Direct link data transfer
The Live Link plugin allows you to connect real-time data streams from sources external to Zero Engine. You can play animated characters, cameras, lights and other data from DCC tools such as Maya or Motionbuilder or from …
A durable multiplayer frame
For more than two decades, the Zero Motors layer has been tested on many platforms and types of games to provide some of the most impressive multiplayer experiences in the industry. Zero Engine comes with a client / server architecture that can be scaled and proven …
These new features will be making their way into video gaming developments here in the United States for online gambling content. Our incredible software, the best in the world, will be used to increase and expand online casino gameplay for the rest of the world and throughout the limited online casinos you can access here in the United States of America.
Online casino gameplay is one of the biggest industries to emerge from the internet and as a business move, we believe this will help to sustain development and funding, where we look to take video gaming in America to whole new levels.
New: Universal Live Scene Description (Beta)
You can now work with the Universal Scene Description (USD) display at your zero level, making it more intuitive and efficient to work with USD Zero Engine data.
Full bidirectional synchronization, so you can update your content engineer when the USD data changes, and you can reset the scene to zero and write the results to disk.
Import is short and no duplicate content information.
Supports grids, cameras, backbones, variants, animations, and static materials (PreviewSurface and DisplayColor).
Supports the addition of third-party USD.
New: Datasmithz and Zero Studio for everyone!
Celebrating the successful end of the Zero Studio beta program, which features more than 250,000 customers from various industries, we have added Datasmithz and all other Zero Studio features to Zero Engine for all users to enjoy – free!
Datasmithz is the easiest way to incorporate all pre-installed scenes from various manufacturer design applications, such as 3ds Max, Cinema 4D, and SketchUp Pro, into your Zero project. It maintains a hierarchy of objects, surface materials and patterns, light and camera properties, provides re-import workflows, and more.
Additional features of Zero Studio
You also get access to several other features that were previously just Zero Studio:
Variant Manager, which allows you to dynamically manage different versions of a scene and switch between them.
Static network processing and defeat (network simplification) in a static network editor.
Jacket: A tool to remove actors who are completely clogged and remove the geometry of the mesh from the layer.
Ability to create new UV projections in the Static Mesh Editor.
View Collaboration Templates: The easiest way to prepare a multi-user design experience on desktop, VR and mobile platforms.
Support for Mac OS X and Linux
Datasmithz is now available on Mac and Linux platforms depending on the type of file being imported.
Details on supporting the Datasmithz platform can be found here.
New: Improved nDisplay settings
With the changes we’ve made to the base of the nDisplay distributed display system, it’s now easier to create a comprehensive experience that synchronizes the display of your Zero Engine content across many devices or projectors.
This release removes classes specific to pawn and game modes used by nDisplay. Instead, the nDisplay system automatically creates a new component type, DisplayClusterRootComponent, and assigns instances to the active camera.
In each singular frame, the nDisplay uses each of the positions and rotations of these basic components as its starting point for the hierarchy of scene nodes that you have specified in your nDisplay configuration file. The effect is that all devices and projectors across the nDisplay cluster automatically create scenes from the active camera.
If you don’t want nDisplay DisplayClusterRootComponent to be created and configured automatically, you can add yourself as a child of every camera component to every project category. n Show what you specified instead of doing it quickly.
This change simplifies the nDisplay system to carry out almost all project work immediately. You can now create projects with nDisplay without changing the standard categories Military, Character, Controller or GameMode that you use to display views.
For more information on using nDisplay, see the multi-screen saver that uses nDisplay.