When a developer says "It's a whole new engine." You can bet it's probably just that,
Except that was never said. The information released so far mentioning anything about a new engine was most recently Nick Breckon's tweet.
"We can now confirm that the TES V: Skyrim engine is all-new. And it looks fantastic. 9:53 AM Dec 12th, 2010"
if they were using Gamebryo again, you could bet there would be mention of that on the Emergent website. That's a title announcement you would want to parade around.
Not without Bethesda's permission they wouldn't and you know how they are.
Besides, Emergent is no more and Gamebase now owns the Gamebryo distribution rights. As far as I know, no deal has been struck between them and Bethesda, indicating that this is an entirely new engine.
Thing about that is Beth has been developing this game since 2007(same year Light Speed released) and Gamebryo didn't fold until this year.
The Gambryo Light Speed engine IS an all-new engine. The only thing that got carried over from the original engine was NIF(maybe), Speedtree and Bink.
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http://www.emergent.net/en/Gamebryo-LightSpeed/Features/Partner-Integrations/
Allegorithmic: Substance
Substance Air is Allegorithmic's new generation texturing middleware solution. It was designed to help users create and customize a new kind of textures: lightweight, dynamic and infinitely versatile. Replacing ProFX Online, Substance Air includes Substance Editor, a new authoring tool with unique creative possibilities, and a revamped run-time engine designed to create and generate high-quality textures that can fit in only a few kilobytes. – www.allegorithmic.com
Aristen: FxStudio
FxStudio is the premiere video effects system for video games. Designed for artists, engineers and producers, FxStudio's impressive feature set delivers the results that modern day game teams are looking for. Robust component driven architecture provides an easy to use and flexible system for crafting effects. – www.fxstudio.com
Audiokinetic: Wwise
Wwise – WaveWorks Interactive Sound Engine – is the industry's only complete audio pipeline solution. Designed to suit your workflow, Wwise features the tight integration of an advanced audio authoring tool and a robust sound engine.” The Wwise solution is provided with LightSpeed. – www.audiokinetic.com
Autodesk: Kynapse
Autodesk Kynapse middleware is a leading artificial intelligence (AI) solution for game development and real-time simulations—adopted for more than 80 AAA game titles. This high-performance AI engine supports 3D pathfinding in destructible environments, including large-crowd pathfinding in complex terrains, dynamic 3D topology anolysis, and team coordination. And, with its efficient production tools and architecture designed for easy integration and customization, Kynapse helps to streamline the process of creating top-quality console and PC games. – www.autodesk.com/kynapse
Fork Particle: Fork Particle
Fork Particle Tool & SDK is a complete real time particle effects middleware including an advanced particle efffects authoring tool, runtime particle engine SDK, and live update for in-game effects editing: Fork Particle Studio, Fork Runtime SDK, and Fork Live Tuner. – www.forkparticle.com
IDV: Speedtree
SpeedTree is a powerful toolkit for creating and rendering vegetation in games. We've got an answer for all facets of real-time tree rendering: art assets, tree modeling, lighting, physics, run-time performance – you name it, we've got you covered. – www.speedtree.com
Illuminate Labs: Beast
? “Beast is a game engine-independent content pipeline tool used for advanced global illumination and dynamic relighting of characters. – www.illuminatelabs.com
Memoraze: MM-I
NaturalMotion: morpheme
morpheme is the industry's first graphically-authorable animation engine for Playstation 3, Xbox 360, Wii and PC. It has been designed from the ground up to give animators unprecedented control over the final look of their animations in-game. morpheme consists of a run-time animation engine and - uniquely - a powerful 3D authoring application for animators. – www.naturalmotion.com
NVIDIA: PhysX
NVIDIA PhysX technology adds an element of realism never before seen in gaming. With an NVIDIA GeForce GPU in your PC, experience dynamic PhysX effects like blazing explosions, reactive debris, realistic water, and lifelike characters.” The PhysX solution is provided with LightSpeed. – www.nvidia.com/physx
Pixelux: DMM
DMM (Digital Molecular Matter) is a technology to simulate "material physics", or the dynamic behavior of objects made of realistic materials. DMM handles soft-body, plastically deforming (e.g., bending metal) and breakable objects all within the same system. These capabilities distinguish DMM from rigid-body systems, which are limited to idealized rigid materials and are unable to simulate the deformation and fracture of real-world objects with the kind of kinetic fidelity that makes things seem real. – www.pixelux.ch
RAD Game Tools: Miles and Bink
Bink Video is our ubiquitous video codec. It is super, super fast, uses massively less memory than other codecs, and is optimized for each platform specifically. Bink includes a great audio codec with multi-channel and multi-language support. The Miles Sound System has been used in games since 1991! It handles all aspects of sound - multichannnel digital audio mixing, audio decompression (ADPCM, Ogg, MP3), 3D spatialization, voice chat, MIDI with DLS, and much more. Miles is available for all game platforms. – www.radgametools.com
Scaleform: GFx
Scaleform GFx 3.0 - Allowing development teams to quickly and easily implement 3D hardware accelerated game content and interfaces, including menu UIs, HUDs, animated textures, mini games, and even full casual games, speeding up development workflow, and freeing up programmers and artists to focus on what's most important: gameplay and design. New UI components and workflow enhancement tools, make starting a new project faster than ever. – www.scaleform.com
Sundog Software: SilverLining
SilverLining is a C++ library for real-time sky and 3D cloud rendering, used worldwide for games and visual simulations. – www.sundog-soft.com
Umbra: Umbra
Umbra? increases the game's frame rate by determining the set of visible objects on every frame. Performance is gained on both CPU and GPU when only visible objects are rendered. Umbra ? does all processing at runtime and it has been designed to handle large, complex and highly dynamic game worlds. Objects can be moved, added and removed at run-time without significant performance overhead. This opens up a bag full of possibilities for game- and level design. – www.umbrasoftware.com
xaitment: xaitControl, xaitMap
xaitment engineers AI game tools that go far beyond pathfinding. Using xaitment’s modular and intuitive tools, game designers and programmers can easily give NPCs the brainpower to challenge even the most seasoned gamer. – www.xaitment.com
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The features included in Light Speed are more than capable of sustaining Skyrim as we have seen it.
Do you people honestly believe that Bethesda built an entirely new engine from scratch. Of course they didn't, just like they have since MW they built an engine using various middleware like that found in the Light Speed package.
Eurogamer: Is it fair to say then that it's based on existing technology?
Todd Howard: The technology is ours and it is inspired by the technology we have. We have a lot of it. It started with Morrowind, we went to Oblivion, we did a lot between Oblivion and Fallout 3 because now we had final hardware. But that's our starting point - the Fallout 3 tech. The new stuff is an even bigger jump from that.
Todd Howard: The technology is ours and it is inspired by the technology we have. We have a lot of it. It started with Morrowind, we went to Oblivion, we did a lot between Oblivion and Fallout 3 because now we had final hardware. But that's our starting point - the Fallout 3 tech. The new stuff is an even bigger jump from that.
Don't forget that when Todd is talking about MW, OB, and FO3 as being their tech it is all based on the original Gamebryo middleware.