Core
The engine's own concepts, in the order they build on each other: worlds, scenes, entities, components, assets, scripting, multiplayer, and how a running world is put together.
- Getting started
This is the one read that shows how the pieces fit together.
- Worlds & ZeroMind
A world is the project you're working in — all of its entities, scenes, components, materials, and code.
- Scenes
A scene is a loadable arrangement of a world — its entities (with their components, transforms, and lighting), plus a startup script — saved as a .scene asset.
- The engine
Working in Zero means working inside a live, shared world.
- ECS
You work with the ECS layer through ecs. and entity. — two views of the same thing. entity. spawns and finds the entities…
- Entities
An entity is a named handle with a stable id, a transform, and a place in a hierarchy. On its own it does nothing — it has no shape, no physics, no behaviour.
- Components
A component is the primary unit of gameplay code: a piece of behaviour + data attached to an entity.
- Requiring modules
require is how one piece of Luau pulls in another. You hand it a string; it hands you back the table that module returned.
- Generating assets & content
You're building something — a scene, a game, a level — and you need an asset that doesn't exist yet: a 3D model of a dragon, a door-slam sound…
- Scripting & tasks
Two kinds of code run in Zero, and it's worth knowing which you're writing:
- Runtime data
runtime_data is a world's persistent, replicated data layer — where you keep state that must survive restarts and reach every player: progression…
- Assets & asset types
The asset system is the backbone of a Zero world.
- The filesystem (VFS)
The engine's state is exposed as a filesystem under /zero.
- The tool system
Tools are how the engine's capabilities become named, discoverable workflow operations.
- Multiplayer
Zero is multiplayer by default — in both edit mode and play mode.
- Discovering the engine
You don't need to memorise this engine. Its surface is discoverable in layers, and the order matters: the jobs it already knows how to do…
- Development & versioning
A world is a shared, multi-user editor session.
- Performance: run each job where it belongs
Zero executes your logic in two very different worlds. Luau is flexible, per-object, and serial. The engine core and the GPU are bulk and parallel.
- Authoring content other people can use
Everything you write here is read by somebody else — another creator, another agent, or you in a month with none of today's context.
- Describing your assets
An asset is only as findable as its description is clear. When you make something, say what it is, in a few plain sentences.
- Home: your own folder, in every world
/zero/home/<username> is a folder that follows you, not the world.
- Observing a running world
You have a running world and a question about a moment in it.
- Building a plugin
A plugin is a WebAssembly component that a world calls the way it calls a module.
- The resource model: asset, CPU, and GPU
Read this before working with any mesh, texture, material, or shader.
- Scenes, authored as code
A scene can say what it holds in code. build.luau inside the scene's folder is where the scene's content is written — all of it…
- Troubleshooting
Something you built doesn't behave — a component never runs, a weapon never equips, a value comes back nil, a mesh isn't where it should be.
- Version control
A world's history, branches and reviews are handled by ZeroMind — Zero's own version control system.