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?
Video game development is rarely about one man, but if it was, then Terence Groening should certainly get a mention for his contributions to the genre as the man responsible for the physics of Sportscar GT, EA’s PC F1 and NASCAR games of the early 2000’s, rFactor, rFactor 2 and every title and rFpro simulator that spawned from ISI’s engine.
This interview with RSC details his early life and career, through to him joining iRacing in 2021.
Uses the Sportscar GT physics and graphics engine, as well as menu system under license. Had this released two years earlier it would be a solid simulation for that era, but with NASCAR Racing 4 releasing the previous year it was basically out of date upon release. It has a plentiful supply of game-breaking bugs, and generally offers a poor experience.
The only positive aspect of the simulation is the track list, which includes a number of classic short ovals that in some cases no longer exist.