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.
Better known today as the developer of Skyrim and Fallout, Bethesda once had a well-respected racing game franchise and were deep into development of a licensed Skip Barber Racing title that never released.
Debuting an all-new physics engine with US Legend Cars, Street Stocks, and Big-Block Modifieds along with 26 brand-new dirt tracks, Tony Stewart’s All-American Racing was an average entry into the genre in terms of overall quality on PC. It had a Career Mode, a paint kit, various race modes such as 25-player Online Multiplayer, Championships, Quick Race, and Split Screen.