Zero Blog
the process, the research and the studio behind each game
-
Research & Reference
Frame Data First: Designing a Browser Fighter Before the Engine Exists
A one-on-one 3D brawler lives or dies on numbers you never see — startup frames, active windows, hitstop, and a CPU that reads distance. Here is the reference our AI department wrote before a single line of Three.js.
3D Fighter -
Research & Reference
Scoring a game with no audio files
Every game in the collection sounds like something — a break shot, a two-stroke engine climbing its rev range, a knockout — and not one of them ships a single sound file. Here is how you build a soundtrack out of oscillators, noise, and envelopes.
-
Research & Reference
The Bike Doesn't Know It's a Bike
How a chassis, two sliding wheels, and one honest friction rule add up to a 2D dirt bike that wheelies, lands, and crashes on purpose.
Motocross -
Research & Reference
How to simulate a pool table in SI units
The physics an engine needs before it exists: slip velocity, the slide-to-roll transition, and why 0.4 of a radius is the only cue-tip height that matters.
Physically Accurate Pool