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By having a physics simulation and models of the pieces for a game, two humans can play the game. The physics simulation requires no understanding of the game rules itself.

In order to implement a game without a physics simulation, it requires that the game state (rather than the physical state) be modeled. It is that modeling of the game state and the permissible moves that requires much more work.

An implementation of Blood Bowl in Vassal ( http://www.garykrockover.com/BB/ ) requires more modeling of the game and its rules than the corresponding physics simulation in TTS ( https://steamcommunity.com/sharedfiles/filedetails/?id=23365... ).




> In order to implement a game without a physics simulation, it requires that the game state (rather than the physical state) be modeled.

This is obviously wrong, unless you mean "sandbox" every time you say "physics".

For example, playingcards.io is a sandbox. It allows everyone to move cards around at any time, and players can use whatever rules they want. It has no physics simulation. Is this what you mean?


My apologies for any misunderstandings - I was using a the physics to mean a physics sandbox.

https://en.wikipedia.org/wiki/Tabletop_Simulator

> Tabletop Simulator is an independent video game that allows players to play and create tabletop games in a multiplayer physics sandbox.

> ...

> Tabletop Simulator is a player-driven physics sandbox, without set victory or failure conditions. After selecting a table to play on, players interact with the game by spawning and moving virtual pieces, which are subject to a physics simulation. Online multiplayer is supported with a maximum of ten players. Aside from spawning and moving pieces, the game includes mechanics to assist with common styles of board game play, such as automatic dice rolling and hiding players' pieces from one another; other mechanics aid in administrating a game, for example saving the state of the board or undoing moves.




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