Video game development is full of names that have made groundbreaking steps you’ve never even heard about. Shawn Nash is a behind-the-scenes pioneer responsible for SODA Off Road Racing’s incredible physics, Papyrus’ graphical advancements and iRacing’s use of laser scan data for the physical track surfaces.
This interview with RSC, published in 2021, details his early life and career, through both his own company, Papyrus, Electronic Arts, to his time at iRacing.
If you ever played Papyrus’ seminal Grand Prix Legends then you’ve read his name. Rich began working as a tester on NASCAR Racing (1994) and was with Papyrus at the end. In this interview, published in 2022, we discuss his time at the legendary studio and the design of Grand Prix Legends, including initial feelings of hurt at not being asked to join iRacing.
iRacing have posted a new video featuring the in-progress Jerez track and Formula 1600 car. As I suggested in my first post about Jerez the driving surface looks to be about done but most of the trackside 3D and perhaps some overall texture and/or performance tweaks remain.
The video shows a lap of Jerez from the roll-hoop of Formula 1600, showing off the track and a low resolution pointcloud, similar to how their version of Long Beach looked while it was a “tech track”. I really like to see a developer, especially iRacing, previewing upcoming content in this way as it’s something we’ve not really seen done since rFactor 2 or Assetto Corsa were in early development.
View this video on YouTube: https://youtu.be/q3svzFsScwU and please consider subscribing to RSC’s channel.
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