» Sat Dec 10, 2011 12:11 pm
It's not entirely a new engine, but there were significant changes made.
They did actually get rid of Gamebryo, technically. Gamebryo is not really an engine, it's a 3D render API that you can purchase as middleware for your projects. Model detail, texturing, lighting, shadowing, animation, and shaders are what Gamebryo deals with. The rest is all Bethesda or other licensed middleware.
Creation Engine is technically what Bethesda has always used, only they've now made it official because for Skyrim, they have heavily modified the original Gamebryo render model. However, the same basic details are still there, the lighting techniques, the shaders, the texture application... that's all the same, just optimized. Basically, Bethesda is doing everything Gamebryo did, but in a different, more efficient way.
Oblivion's engine was not Gamebryo, because Gamebryo is not an engine. It handles the render and animation, nothing more. For Oblivion, the render and animation was accomplished primarily by Gamebryo with a tie-in from SpeedTree, Physics were Havok, Scripting was Bethesda's in-house model, and the Interface was XML. Only half of the engine is actually Gamebryo.
For Skyrim, Bethesda re-wrote the render for efficiency and a few new features (dynamic shadows, new flora animation scheme, volumetric LOD clouds), and plugged in Havok Behavior for the skeletal animations. It's technically not Gamebryo anymore, but the influence is still there because most of the render techniques used in Skyrim have not changed since Fallout 3 and the 3D model format remains the same (.NIF).
Skyrim's engine uses Bethesda's heavily modified version of Gamebryo for the render and basic animations, Havok Behavior for the skeletal animations, Havok for physics, scripting is still Bethesda (they call it Papyrus now), and the Interface is Flash.
It may not look it, but there were a lot of changes under the hood.