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.
Video game development is full of names that have made groundbreaking steps you’ve never even heard about. Shawn Nash is a behind-the-scenes pioneer responsible for SODA Off Road Racing’s incredible physics, Papyrus’ graphical advancements and iRacing’s use of laser scan data for the physical track surfaces.
This interview with RSC, published in 2021, details his early life and career, through both his own company, Papyrus, Electronic Arts, to his time at iRacing.
Chris and Tony West will be known to many of the older sim racing crowd as the guys behind World Sports Cars and Racing Legends: two simulations that never made it to market in the hardcore state they were originally intended to (World Sports Cars was released as Total Immersion Racing by Empire Interactive). They have been developing plugins for Unity for at least a decade that I know of.
Over the last few months I have been debating when the timing felt right (I did ask them for guidance – but didn’t get any) to make my first news post about this software, having first seen glimpses of this title on YouTube and then more recently backed them on Patreon, and honestly I’m not sure that time will come so, why not now?
There is no official press release, no official announcement to the world, but I highly recommend checking out the official Ages of Speed Web site and perhaps following their socials to get an idea of what they’re up to. I genuinely love seeing each item of concept art that appears and am enjoying the depth of planning, going into it fully aware these days how difficult it is to bring a game to release.
My understanding is that this title is intended to have simulation-quality physics in a more interesting gaming experience. Does that sound like something you’d enjoy? Sound off in the forum!
The images below are pulled from their Web site. There are far more interesting images on the Patreon.
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