Featured

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.

 

Share This Page

Facebook Twitter Reddit

Tagged Software

Support RSC

Please support us by not blocking ads on our domain. We have disabled Google Ads to increase page speed and would appreciate your support instead via PayPal, Patreon, YouTube Membership or by using any of the affiliate links below. Have any other ideas of how to support? EMail.
MOZA RacingSim-LabFanatecTrakRacerAsetekInternet Privacy From NordVPNDreamhostCapital One Credit Card Application
HumbleFanaticalCDKeysAmazonAmazon UKiRacingGet your racing gloves, boots and more from Demon Tweeks.Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42

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.

Loading new replies...

This is such a great idea for a game. Really hope it works out for them.

Reply Like

Yeah, it is. It's a shame nobody has really done it since 99-02. Even more annoying that EA are pulling F1 games after two years and all those cars and stories and just... gone.

Reply Like

About RSC

Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners. Some links on this Web site pay RSC a commission or credit. Advertising does not equal endorsement.

Podcast

Podcast micJoin Jon Denton, Tim Wheatley and Simon Croft as they discuss sim racing and racing games past, present and future.