Asobo, known today as the Microsoft Flight Simulator developer, created groundbreaking technology for large scale maps that was intended to be used in a high quality rally raid title. It was never released and ended up as FUEL, a post-apocalyptic open-world racing game. What happened?
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.
A few months back the prolific modder of the Codemasters F1 franchise, Gecki, announced that after the release of their 1998-2007 career mod for F1 2020 they would be moving on to develop their own game using Unreal. Yesterday, that mod release happened, and was quickly followed by a tweet confirming Formula Circus.
Formula Circus will be a standalone game (not a mod) using the Unreal Engine, allowing players to compete across multiple seasons of Grand Prix racing with an intricately planned off track environment simulating the politics of the paddock just as deeply as the on track racing. There are a couple of really interesting videos on YouTube showcasing the design, and I would really recommend watching the one embedded below.
The game’s Twitter is quite an essential follow. You can see a paddock model walkthrough, a first implementation of in-engine physics and a decent array of renders, menus, and more. The images below show off a car model, a car model with break points and a representation of how those break points will work in the event of a crash.
You can currently support development (and get access to their mods) on Patreon.
Introduction video:
View this video on YouTube: https://youtu.be/zVUwiiU8MSI and please consider subscribing to RSC’s main channel.
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