In implementing a physics based board game system, I don't need to program the rules of the board game, "just" the rules of physics. Fortunately, the rules of physics are fairly consistent.
The same physics based system to play horse world, tic tac toe, or chess would work - its just about managing different models of objects in the world.
This implementation of chess ( https://youtu.be/XwHOH-C-4vA ) doesn't understand chess - its up to the human players to play it.
That it is a 3d physics simulator it allows humans to interact with it in the same way we would interact with the real world pieces.
There is no rules management / engine in the physics model preventing an invalid game move or determining when someone has won the game.
This is why its "easy" in that you just implement the physics engine, introduce the models into it and let the humans play the game.
If, however, you wanted to implement a game without the physics model, you would need a more complete model of the game state because you aren't using the 3d placement of the pieces and the humans to model it for you.
With table top simulator working off a physics model, ponte del diavolo is a board and two different types of pieces in two different colors. Tally Ho! is seven tiles (of various counts of each) and Sudoku Moyo is a board with nine sets of pieces with the numbers 1 through 9 on them (one in one color, and four sets in two different colors each).
The physics version of the game doesn't require a model of the game state, just the game pieces for two humans to play the game against each other.
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.
> 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?
> 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.
These are 2D web based implementations with some remote server to sync moves between players. All the rules are written as code that gets validated. So you don’t know how to play a game before hand. You can skim the rules and use the game to learn.
TTS sometimes requires you to sometimes know how to play. So you can move some 3D widget to the right place. They get around having to coffee the roles by forcing the players to know how to play.
Imagine you + friends are wearing a VR headset/matrix/meta verse/whatever. You are in a simulated room with stack of board game pieces. The physics stimulates how the pieces interact with proscribing any particular rules.
I don’t think you need to worry about VR. I’m no game developer, but I wager to some degree, it’s probably easier to create your pieces in an existing 3D engine. And allow yourself to move them. Bit of code to randomise cards and you don’t need to worry about rules.
I don't really understand how the physics factors in anything you've described.