{"id":6804,"date":"2018-10-29T22:48:45","date_gmt":"2018-10-29T12:18:45","guid":{"rendered":"https:\/\/danielprimed.com\/?page_id=6804"},"modified":"2018-11-05T18:04:34","modified_gmt":"2018-11-05T07:34:34","slug":"suggested-readings","status":"publish","type":"page","link":"https:\/\/danielprimed.com\/suggested-readings\/","title":{"rendered":"Suggested Readings"},"content":{"rendered":"

General Racing<\/strong><\/p>\n

Arcade Vs. Simcade Vs. Sim \u2013 Virtual Racing School<\/a><\/p>\n

Grid 2: Live Routes (Track Design that changes according to player performance)<\/a><\/p>\n

Brian Beckman: The Physics in Games – Real Time Simulation Explained<\/a><\/p>\n

Game Audio Podcast #18 \u2013 Racing Games<\/a><\/p>\n

Video Games and the Mind: Essays on Cognition Affect and Emotion (edited book) –\u00a0Flying on the Ground: Driving for Pleasure in Digital Racing Simulation Games, Simon Niedenthal<\/p>\n

Effects of View, Input Device, and Track Width on Video Game Driving – Scott Bateman, Andre Doucette, Robert Xiao, Carl Gutwin, Regan L. Mandryk, Andy Cockburn (Research Paper)<\/p>\n

Mario Kart<\/strong><\/p>\n

Nintendo Classic Mini: SNES developer interview – Volume 4: Super Mario Kart<\/a><\/p>\n

The best Mario Kart character according to data\u00a0science<\/a><\/p>\n

Choco Mountain: The History of Mario Kart 64’s Most Infamous Track<\/a><\/p>\n

Mario Kart 64 \u2013 1996 Developer Interview – Shmuplations<\/a><\/p>\n

Wipeout<\/strong><\/p>\n

The Making of Wipeout – Kotaku<\/a><\/p>\n

WipEout: The rise and fall of Sony Studio\u00a0Liverpool – Eurogamer<\/a><\/p>\n

Extended Play: The inside story of how iconic PlayStation series WipEout was born – Playstation Blog<\/a><\/p>\n

WipEout Omega Collection | How the Anti-Grav Racer Changed Gaming<\/a><\/p>\n

HellFireWZ Wipeout Tutorial Videos<\/a><\/p>\n

F-Zero<\/strong><\/p>\n

Racing Course Design (F-Zero X) – VG Commune<\/a><\/p>\n

Vehicle Dynamics (F-Zero X) – VG Commune<\/a><\/p>\n

Nintendo Classic Mini: SNES developer interview – Volume 2: F-ZERO<\/a><\/p>\n

F-Zero X Tutorial – Driving Mechanics and Moves<\/a><\/p>\n

Wave Race<\/strong><\/p>\n

Dynamic Challenge (Wave Race 64) – VG Commune<\/a><\/p>\n

Optional Challenges (Wave Race 64) – VG Commune<\/a><\/b><\/p>\n

Nintendo Magazine System – Wave Race 64 Maps<\/a><\/p>\n

Wave Race 64 Tips – VG Commune<\/a><\/p>\n

Water Technology in Wave Race 64 \/ Bluestorm – Digital Foundry<\/a><\/p>\n

Water Technology in Wave Race 64 \/ Bluestorm – Digital Foundry\u00a0(Part #2)<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"

General Racing Arcade Vs. Simcade Vs. Sim \u2013 Virtual Racing School Grid 2: Live Routes (Track Design that changes according to player performance) Brian Beckman: The Physics in Games – Real Time Simulation Explained Game Audio Podcast #18 \u2013 Racing Games Video Games and the Mind: Essays on Cognition Affect and Emotion (edited book) –\u00a0Flying […]<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-6804","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/pages\/6804"}],"collection":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/comments?post=6804"}],"version-history":[{"count":7,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/pages\/6804\/revisions"}],"predecessor-version":[{"id":6820,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/pages\/6804\/revisions\/6820"}],"wp:attachment":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/media?parent=6804"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}