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v2.4.0 Stable Build

Professional GPU-Accelerated 2D Animation Studio.

Built from scratch in C++17 for high-fidelity anime production workflows. Low latency, high throughput, zero compromises.

Watch Demo
cyclops_studio_engine_v2.4.exe
CyclopsStudio engine viewport preview
1920×1080
F:24 | FPS:24
TIMELINE
F:07

Phase 2 Features

Production-Ready Toolset v2.0

MODULE_01

CSP-Style Timeline

Cel exposure blocks, loop markers, and ruler scrubbing. Optimized for traditional frame-by-frame workflows with millisecond precision.

MODULE_02

Advanced Brush Engine

Pressure-sensitive Taper, Scatter, and Hardness controls with real-time Bézier smoothing.

BRSH
MODULE_03

Fill Bucket (G)

Precise scanline seed-fill with adjustable tolerance and gap-closing logic.

Instant Pixel Traversal
MODULE_04

HSV Colour Wheel

Dockable HSV picker with triangle SV picker, hex input, and 32 user-defined swatches.

Bidirectionally Linked
MODULE_05

Universal Export

Pro-grade output to MP4 (H.264/ProRes), APNG, and GIF via headless ffmpeg integration. Zero-loss preservation of colour profiles.

PNG SEQAPNGMP4 H.264PRORESGIF
MODULE_06

.cyclops Project Format

Custom hand-written binary with zlib-compressed pixel data, full layer/keyframe metadata, and FPS/loop region state. Save, load, and version-control your entire production pipeline.

Under The Hood

Engineered for Performance

MEMORY_MANAGEMENT

Cyclops Binary Format

Zlib-compressed .cyclops files for ultra-fast I/O. Reduced disk footprint by up to 85% compared to standard project files.

GRAPHICS_PIPELINE

OpenGL 4.5 Quad Batching

10,000+ quads per flush with 16 texture slots. Hardware-accelerated brush blending at 144 FPS+ even on high-density canvases.

ARCHITECTURE

Engine.dll / App.exe Split

Engine.dll handles all render and scene logic. App.exe is the UI consumer — zero reverse dependencies for maximum stability and reuse.

EXPORT_PIPELINE

Headless ffmpeg Integration

Background std::thread shells out to ffmpeg for video encoding. Progress tracked via std::atomic<float> polled from the UI every frame.

Performance Monitor
60.0 FPS | 0.8 ms
GPU Memory
1.2 GB / 8 GB
CPU Threads
12 Active
Draw Calls
38 / frame
Quads / flush
10,000+
LOC
~9,000
C++17 Source
LIBS
8
Vendored, Zero pkg mgr
FPS
144+
High-density canvas
DELTA
<0.5ms
Avg frame time

Code is the First-Class Citizen.

No bulky frameworks, no electron wrappers. CyclopsStudio is a native C++ beast built for hardware directness — compiles with Ninja in seconds, runs at bare-metal speed.

8,000+ lines of clean C++17
Zero external package managers — vendored git submodules only
Native Stylus/Tablet support via Windows Ink API
DLL-split Engine/App for maximum stability and reuse
glBlitFramebuffer VRAM snapshots for O(1) undo
Renderer2D.cpp
1
void Renderer2D::Flush() {
2
// Batch quads by texture slot
3
for (uint32_t i = 0; i < m_TextureSlotIndex; i++) {
4
m_TextureSlots[i]->Bind(i);
5
}
6
7
RenderCommand::DrawIndexed(m_VertexArray, m_IndexCount);
8
m_Stats.DrawCalls++;
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m_IndexCount = 0;
10
m_TextureSlotIndex = 1;
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}

Keyboard Shortcuts

BBrush tool
EEraser tool
GFill Bucket
IEyedropper
SpacePlay / Pause
Ctrl+ZUndo
Ctrl+YRedo
Ctrl+SSave project
Ctrl+EExport dialog

CyclopsStudio v2.4.0

Start Animating with CyclopsStudio.

Built for creators who demand performance.