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Are you confusing "physics-based" with "non-turn-based"? I don't really understand how the physics factors in anything you've described.
by remram 4y ago
Are you confusing "physics-based" with "non-turn-based"?
I don't really understand how the physics factors in anything you've described.
- 2muchcoffeeman 4y agoGo to Board Game Arena or https://www.boiteajeux.net https://www.boiteajeux.net 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.
- remram 4y agoWhat does any of this have to do with physics?
- 0cf8612b2e1e 4y agoImagine 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.
- 2muchcoffeeman 4y agoI 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.
- remram 4y agoIs physics simulation required for you to enjoy the game? That is what auveair was asking 6 posts up.
- shagie 4y agoIn 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 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. If you were to implement Ponte del Diavolo ( https://www.yucata.de/en/Rules/PonteDelDiavolo https://www.yucata.de/en/Rules/PonteDelDiavolo ) without physical pieces to place, how would you do that in a non physics system? Using that same game system could you implement Tally Ho! ( https://www.yucata.de/en/GameInfo/Halali https://www.yucata.de/en/GameInfo/Halali ) or Sudoku Moyo ( https://www.yucata.de/en/GameInfo/SudokuMoyo https://www.yucata.de/en/GameInfo/SudokuMoyo )? 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.
- remram 4y agoAre you confusing free-form 3D with physics? Why does tic-tac-toe require physic simulation? I am so confused by what you are trying to say. Putting objects in a location in 3D space is not physics. The only physics I see in your video is to make pieces bounce off of each other once taken off the board. Is that really required to play the game?
- 4y ago