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.
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?
I’d been at iRacing for a couple of years when I was given the opportunity to head to Long Beach and help scan the street circuit. This was way back in April, 2007, and I would be flying back the day before my wedding.
I think it probably cost a huge amount to perform this scan. Every night the police would sit at either side of the street being scanned and block the road for us. During the day when we couldn’t scan I explored the area on foot, enjoyed the weather, and took plenty of photos.
The image below shows the entry to the fountain that according to Greg Hill will be animated before release. I’m not sure what the reason was behind this track taking so long to be completed, but I’m really happy it’s getting closer…
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