White Knuckle Games is an independent game development studio in Atlanta
Georgia. This is a collage of our work in progress, 'Singularity', a third
person action-RPG set in a dismal cyberpunk future.
The engine has been written from the ground up, and includes all the
elements you'd expect from a commercial game engine, including precise, fast
collision, skinned characters, an advanced particle system, AI, a flexible
scripting system, physics, and a suite of content creation tools.
The engine has been written to take advantage of next gen graphics hardware,
and is very data driven. Most of our constants and parameters are referenced
by name, and bound at run time, thereby eliminating the need for code
changes if a new shader needs additional information or we decide to change
other parameters. The collision system includes both BSP and Octree-based
approaches, although the Octree based method offers far more flexibility in
our production pipeline. Octree based culling is used to par down the
Because of it's data driven nature, most any shader can be applied to most
any geometry. In our library, we have all the standard lighting models,
including bumpy-shiny and reflective/refractive shaders, and even cel
shaders. Some quite interesting results can be achieved by applying our
water shader to the environment...
Many developers choose to create level builders or other tools from scratch.
Because we spent so much time on the engine and underlying technology, it
made sense to make up our time wherever possible. We decided to use 3DS Max
for most of our content creation, from level building, character building,
animation, skinning, setting bone priorities for animation blending, prop
placement, and generally anything that would involve placing objects in
3-space. Overlooking the quirks and crashes, Max does it pretty well, and
using it for all the 3D work means a consistent interface for content
creation and extraction To that end, we have developed a suite of plugins
Further information about our company and technology can be found at:
or just email me.