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.
RSC contains a database of 158 developers, 475 software titles, 374 cars, 42 bikes, 242 tracks and more...Generally credited with being the car that won the 1967 title, the Brabham-Repco BT24 ran in eight of the 12 races, winning three times and taking 11 podiums that year.
World Champion Denny Hulme and team owner Jack Brabham also drove the BT19 and BT20 earlier in the season.
First seen in sim racing with GPL (1998).
RSC Podcast Episode 8 – Richard Burns Rally SpecialJoin Jon Denton, Tim Wheatley, Simon Croft and guest(s) as they discuss sim racing and racing games past, present and future.
RSC contains a database of news items. Our #OnThisDay page shows current day and current week of years past...
RSC contains a database of videos back to the 1980s catalogued as intros, laps, trailers, unboxings and more...
RSC contains a database of emulated software you can play in your browser...We are still working on this.
Originally known as Papyrus Design, the legendary Massachusetts-based software studio developed highly-regarded simulation titles and published with Electronic Arts, Virgin Interactive and Sierra before their shutdown by Vivendi, owners of Sierra, in 2004.
Co-founded by arguably the father of the modern racing simulation, David Kaemmer, the studio created NASCAR and IndyCar titles that consistently pushed the genre forwards.
Their groundbreaking Grand Prix Legends game engine was used in three NASCAR titles between 2001-2003, evolving to become iRacing after Kaemmer re-acquired former Papyrus assets for his new company.