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.
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?
Stefano Casillo left the studio he founded to work on his own projects earlier this year, but was pulled back into an Assetto Corsa Competizione development role last week. The good news is that he’s reporting success!
…good news on the ACC AI side.. this afternoon, after a couple of code changes I managed now 4 races in a row with good passing moves and no accidents from AI.. finally a positive step in the right direction I hope.
Well.. make that 7 races with no drama 🙂 Still a lot of wrong calls and attacks in places where it shouldn’t but the improvement is substantial. When I started last week 100% AI in a field of 92% AIs could not even manage a single overtake at Zolder.. now it goes through about 10 cars in 6 laps.. which is huge. Still work to do, but I am a bit more optimistic tonight.
ACC runs pretty well on my PCs so my only real gripe of any kind was the AI. The fact it’s being worked on really is superbly good news!
No replies yet
Loading new replies...
Join the full discussion at the Race Sim Central Community Forums →