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Cyllista Game Engine

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Cyllista Game Engine
Original author(s)Junji Tago (Cyllista Game Engine General Manager)[1]
Developer(s)Cygames
Written inC++ / Python
Engine
    TypeVideo game engine

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    The Cyllista Game Engine is a video game engine developed by Cygames for production of AAA video games on 'next-generation' video game consoles. The engine was developed in-house alongside the game Project Awakening (working title), with the game being used as a test bed for the engine's development.

    The engine uses primarily C++ (user code), and Python (engine tools), as well as the Qt framework for visualization. Development of the engine started in the mid 2010s.


    History[edit]

    Development of a AAA video game title at Cygames "Project Awakening" began c. 2016, under the direction of Junji Tago. The company decided to develop their own video game engine for the title : rationales for developing their own engine include having fine control over performance and quality, as well as speed up iterative processes in development. Initially pre-existing engine was used in development of the title.[1] The engine supported most contemporarily modern rendering technologies such as physically based rendering, real-time global illumination, volumetric lighting; as well as modern production technologies such as photogrammetry, motion capture, procedural modeling, and sculpt modelling; however the pursuit of the latest tech in itself was not a priority for game production, only if it enabled specific gameplay.[1]

    Junki Tago presented the engine at CEDEC (CESA Developers conference, 2017).[2][3] At that time key features of the engine included a test driven design philosophy, including the use of Runtime Compiled C++ language for testing; a "Character-based User Interface" (CUI) instead of a Graphical User Interface (GUI) as the primary mode of interaction; and integration of key engine functions into a tool cybuild. Primary programming languages were C++ and Python. User-interface tools used both Python (documentaion, program docopt)), and Lua (autocomplete, program clink).[2][3]

    At CEDEC (2020) Kotaro Oki (Senior Game Engineer) presented information on the use of Python in the engine.[4][5] Python was chosen as the main engine tool language due to wide adoption, large number of third party applications, and dynamic (non-compiled) running.[5] Other development software and tools used included Qt (Qt for Python, user interface); Pybind 11 (C++ bindings); Perforce (version control, collaboration); Shotgun (visual effect/animation project management, since 2021 known as ShotGrid); Wwise (audio); Maya (3D asset creation); and Houdini (3D animation).[6] Cyllista engine used Python version 3.7 though some software used Python 2, resulting in additional complexity.[7] Python testing tools included unittest, nose, coverage.py, and pytest; other Python tools included PEP8 (style guide), and Sphinx (documentation).[8] The core part of the game engine used C++ for high performance.[9] The programmers used type annotation and hints with the mypy static typing module in an attempt to trap errors that would otherwise only be apparent at runtime.[5]

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