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.
It’s finally here. Back in April, 2007 I was sent on a plane to Long Beach, California and helped scan this race track. I flew back on the tenth because it was my wedding the following day. It’s strange to me that it took this long for something to be completed, because it seems like it was a lifetime ago… I’ve gotten married (obviously), had two kids, adopted a kid, bought a house and run my way through four road cars since then!
It’s always fun to see a track you have helped survey get produced in this way though. During the survey process the track and many minute little details get embedded in your memory. Watching this trailer back I can tell you I literally remember walking ontop of some of the bridges, taking photos of the buildings, and being shocked at just how banked the start/finish straight was… It truly looks to me like they’ve NAILED it.
Coming soon (really):
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