SOWN: Shadow Physics (Steve Swink and Scott Anderson)
Steve Swink and Scott Anderson demonstrating their upcoming 3D platformer Shadow Physics at the Sense of Wonder Night 2009 event in Tokyo.
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Steve Swink and Scott Anderson demonstrating their upcoming 3D platformer Shadow Physics at the Sense of Wonder Night 2009 event in Tokyo.


Gamasutra (the 'art and business of games'.)
Game Career Guide (for student game developers.)
Worlds In Motion (discussing the business of online worlds.)
Games On Deck (serving mobile game developers.)
Game Set Watch (the Group's alt.game weblog.)
Comments
Loving those applause gadgets!
Posted by: Argh | September 28, 2009 6:32 PM
Hating those applause gadgets!
Posted by: Anonymous | September 28, 2009 6:42 PM
Indifferent to those applause gadgets!
Posted by: Anonymous | September 28, 2009 9:22 PM
At first it was a (very) strange laugh but then I saw the spinning things... Horrible. Kinda like those whistle things they decided not to allow during the soccer wc in 2010 because it distracted the foreign players.
Posted by: Bleagle | September 28, 2009 9:28 PM
Hating those applause gadgets! The game is genius, it is just that I've seen some videos of it before I am commenting here on another aspect - the interpreter girl speaks such a good Japanese (with almost unnoticeable accent), I am so jealous just can't help myself but comment it.
Posted by: Ori | September 28, 2009 10:16 PM
Great concept.
Posted by: Kapser | September 28, 2009 11:47 PM
I don't think the tech behind this would be that complicated. I remember in the old days doing shadows in OpenGL was about making a second blackened copy of the and compressing it against a surface behind.
Posted by: Andrew | September 29, 2009 12:08 AM
applause gadgets will haunt my dreams forever
Posted by: dot | September 29, 2009 12:42 AM
Andrew, these appear to be shadow volumes using the stencil buffer.
With this method, you basically find the silhouette of all the shadow casting objects from the perspective of the light, and extrude them away from the light.
In the game, they could be calculating the intersection of these edges with the wall planes and doing collision detection that way, or doing pixel-based collision detection using the painted stencil buffer values against each wall plane.
Just my guess, though.
Posted by: Anonymous | September 29, 2009 1:00 AM
I hope they come up with a better name.
Posted by: B | September 29, 2009 10:06 AM
@B: Any suggestions?
Posted by: Steve Swink | September 29, 2009 1:21 PM
Sorry, Steve, only just came back to this page.
Actually, I'm notoriously terrible for names, although the two I picked for our current games are surprisingly popular.
Shadow Physics is a real 'say what you see' name, there's no mystery or suggestion of anything other than a game about shadows where you interact with physics. It's also a bad thing to Google, bringing up all manner of unrelated pages (you still get hits, but you see how a unique name would be more beneficial). The Wii title that shares your mechanic, Tower of Shadow, is more descriptive. Is there anything about the setting, character or story, or whatever, that you can use to brainstorm something more sexy sounding.
I don't have any answers, I'm just rambling.
Posted by: B | October 9, 2009 10:32 AM