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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?

 

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I’d been at iRacing for a couple of years when I was given the opportunity to head to Long Beach and help scan the street circuit. This was way back in April, 2007, and I would be flying back the day before my wedding.

I think it probably cost a huge amount to perform this scan. Every night the police would sit at either side of the street being scanned and block the road for us. During the day when we couldn’t scan I explored the area on foot, enjoyed the weather, and took plenty of photos.

The image below shows the entry to the fountain that according to Greg Hill will be animated before release. I’m not sure what the reason was behind this track taking so long to be completed, but I’m really happy it’s getting closer…

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Tim, thanks for a little inside story!
iRacing was a pioneer for laser scanned tracks (in 2000 F1 Racing Championship tracks were designed with GPS data)
But others picked up the trend and raised the bar in terms of time to deliver, starting from AssettoCorsa.

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

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