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.
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.
According to Rick Genter of Papyrus in a reply on R.A.S. the software used at the 1995 Indy 500 Fanfest was in fact not IndyCar Racing 2.0, but a one-off build that while running in SVGA did not have the updated textures and models of the upcoming sequel.
Rick also noted that while they do have special versions of the software with LAN support they were using, this is not a feature they intend to implement into the retail product.
I think you misunderstood.
What we showed at Fanfest was specially made just for Fanfest. It was not ICR 2.0. It did have SVGA-quality car definitions, but did not have the new artwork being developed for ICR 2.0.
Furthermore, while yes, we do run multiplayer testing in-house over a Novell network, there are no plans at this time to release such a product. The multiplayer service is a dial-in service provided by Papyrus through which you can race against other players in various leagues. Again, there is no plan at this time to release a multiplayer, network version of ICR or NASCAR.
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