Better known today as the developer of Skyrim and Fallout, Bethesda once had a well-respected racing game franchise and were deep into development of a licensed Skip Barber Racing title that never released.
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.
Studio 397, a few days after previewing one of the AF Corse cars with dirt all over it have also tweeted some screenshots showing dynamic dirt build-up on the body of the Porsche Hypercar.
I don’t really want to post a news item every time they release a couple of screens, but these images reminded me of a World War II flight simulator and game called B-17 Flying Fortress – The Mighty Eighth, which also had build up over the course of a mission. You’d end a mission with holes in your wings, oil streaks down your wings, dead engine props and blackened wings behind any engines that had been on fire during the raid. The way the plane looked when the mission ended really told a story and seeing it build during the course of the sortie was really great… That’s basically what I meant in my post about the first screenshot.
So yeah, you could say I like the fact this has been modelled. However it should obviously be modelled across all surfaces, such as the windscreen, too.
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