Singularity Engine

Development
The engine started development as an attempt to merge multiple cross-platform game engines: They also managed to integrate many features, such as Box2D and mobile porting. With the help of Sony, Nintendo, Sega and numerous modders, they managed to also implement export tools for the Nintendo DS family, Xbox, Xbox 360, Sega Dreamcast, FM Towns Marty, AmigaOS, Linux, BeOS, Windows Phone, Blackberry, GameCube, Sega Saturn, Ouya, Wii U, the PSP and PS Vita families, the Nintendo 3DS family, 3DO, the entire PlayStation line, tablets, MacOS, smartphones, Atari Jaguar, Raspberry Pi and similar computers, N64, Wii, earlier versions of Windows NT, N-Gage, Tapware Zodiac, robot operating systems and Gizmondo.
 * Infernal Engine by Terminal Reality
 * Sketcher Engine by Singulairty Games' predecessor Nuclear Monkey Software
 * MotionScan motion capture technology formerly developed by Depth Analysis and Team Bondi
 * Illumengine by another predecessor Deep Core Ice
 * Equinoxe by Equinoxe Digital Entertainment
 * Abstrego physics engine
 * kAI (2D) and mAI (3D) A.I. engines
 * Tatsu lighting tool
 * a face animation tool
 * level design tools
 * The Wind Waker engine by Nintendo

They also managed to have the combined engine working with following prorgamming langauges; .NET, Objective-C, Lua, NXC, NQC, Ruby, Lisp, Harbour, Mathematica, Perl, Python, Java, Assembly, C#, GLSL, HLSL and ActionScript.