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.
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.
Jon Denton, Tim Wheatley and Simon Croft discuss their topics for the Race Sim Central podcast. This episode centers around Tim’s wishlist simulations and some of the major technological advancements in sim racing. Simulations mentioned vary, but include Grand Prix Legends ’72 and iRacing, focusing there on laser scanning. Email us at podcast@racesimcentral.net or just comment on this post if you’d like to raise a topic or just talk to us.
Music by Matthew Wright.
00:00 – Introduction of Jon Denton, Tim Wheatley and Simon Croft.
01:14 – Tim talks Grand Prix Legends ’72.
04:04 – The guys discuss the difficulties of bringing their wishlist to market.
07:00 – Tim’s wishlist and related discussion.
26:18 – Game-changing technology in hardware and software.
52:21 – Jon’s wishlist game-changers.
1:05:45 – Outro.
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