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.
Join Jon Denton, Tim Wheatley, Simon Croft and guest(s) as they discuss sim racing and racing games past, present and future.
According to lead programmer Victoria Stamps (who developed under the name Mark) in a series of Tweets, Network Q RAC Rally was a project that began in June 1993 with a deadline set only five months later. It was developed in pure assembler with hand coded 32-bit instructions as it ran in 16-bit DOS mode, with a front-end written in C.
Development began with no game design, but was created with similarities to previous third-person rally games like Lombard RAC Rally. It took one weekend to get a basic model together for car based on a Fiesta RS Turbo and placeholder track later replaced by courses based on RAC stage maps that Neil English transposed into courses for the software in what Victoria described as a “very limited” tool. The developers attempted to give a realistic sense of speed by driving real roads at speed and matching movement in the game to footage recorded on video camera, though some reviewers felt the game moved more slowly compared to other racing games.
The hands on the wheel belonged to Richard Vanner and the man drinking tea along the stage routes was Neil Beresford.