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.
YouTube user RED4424 has published a video showing what he labels to be the SRX physics and gameplay. It’s a good video with laps on the licensed tracks, showcasing nicely what it looks like to do a single car lap on them with no AI.
While I would expect a gameplay video to include some opponents, whether human or AI-driven, it’s still a decent video. The tracks look reasonably detailed. Though I am confused to hear that “if you’ve ever watched any of their live races, it feels about like it looks” considering SRX hasn’t raced yet – at all – that kind of comment just makes me wonder if the video creator worked without guidance on what to say.
I’ll let you make up your own mind on that one. And whether it matters.
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