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iRacing is a subscription-based online sim racing video game developed and published by iRacing.com Motorsport Simulations in 2008. All in-game sessions are hosted on the publisher's servers. All in-game sessions are hosted on the publisher's servers.
This is an incomplete list of notable applications (apps) that run on iOS where source code is available under a free software/open-source software license.Note however that much of this software is dual-licensed for non-free distribution via the iOS app store; for example, GPL licenses are not compatible with the app store.
Jann Mardenborough, a sim racer, became a professional Nissan racing driver by playing Gran Turismo. [1] [2] [3]Sim racing is the collective term for racing games that attempt to accurately simulate auto racing, complete with real-world variables such as fuel usage, damage, tire wear and grip, and suspension settings. [4]
rFactor 2 is a computer racing simulator developed by Image Space Incorporated (taken over by Studio 397 in 2016) and released for Windows in 2013. Like its predecessor rFactor, rFactor2 is designed to be modified and used by professional racing teams for driver training and race car development.
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2000-11 2 Fast 2 Furious [1] Digital Bridges dbi Games Java 2004 2 Fast 4 You Digital Dimensions Bi-Fi Roll DOS 1995 2XL ATV Offroad: 2XL Games: iOS: 2009-10-08 2XL MX Offroad: 2012-01-22 2XL Racing: 2014-10-15 2XL Supercross: 2009-04-01 2XL TrophyLite Rally: 2010-06-10 2Xtreme: 989 Studios: Sony Computer Entertainment: PS1 1996-11-06 3D ...
The series uses the iRacing platform to host the races with racers using both the Truck Series and Xfinity Series chassis. Each round has a two-week time-trial event that takes place a few weeks prior to the race in which the fastest 40 entries make the A Main race, the next fastest from 41-80 make the B Main race, and finally the next fastest ...
The iPhone App Store opened on July 10, 2008. [10] [11] [12] On July 11, the iPhone 3G was released and came pre-loaded with support for App Store. [13] [14] Initially apps could be free or paid, but then in 2009, Apple added the ability to add in-app purchases [15] which quickly became the dominant way to monetize apps, especially games.