As a direct ancestor of iRacing, the ‘Grand Prix Legends engine’ had multiple stock car racing false starts, before eventually releasing as NASCAR Racing 4. The original NASCAR 3, cancelled and replaced by one that used NASCAR 2’s engine, is barely remembered.
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.
Studio 397 posted their monthly roadmap yesterday. As usual I have condensed it down to new information:
– A staging area will be created for users to test builds before they are released to the public build. This will be an opt-in build in Steam and starts February.
– A list of current priorities was released. You can see that below.
– ‘Laserbeam’ car issue will be fixed soon.
– PBR graphical update for Indy will be released in February (two screenshots below).
Current priorities:
Bring back the steering and pedal inputs overlay in the replay viewer.
Fixing and documenting our anti-aliasing options.
Bringing back and improving the driver labels showing above cars.
Fix broken mouse click assignment in UI controls.
Review and improve the performance of the way the showroom behaves.
Investigate and fix potential white screen crashes related to controller assignments.
Add code for informing users around disabled Steam overlay related to shopping cart appearance in Competition System.
Permanent fix for corrupted car bodies in multiplayer.
Review and rectify showroom upgrades not showing issue.
Review and improve day to night transition.
Look at UI behaviour and performance.
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