![]() It's not bad (its tic tac toe), but its something that needs to be written by someone. You've got valid position checks, win condition checks and so on. having it be "physics based" means that you don't need as much game rules implemented in computer logic compared to human logic.Ĭonsider the code for writing tic tac toe without a physics model. ![]() I don't use TTS because it is physics based. It's also has a lot of potential as a tool to experiment with skeuomorphic interfaces and concepts like the ones in dynamicland.Īlso personally I think that this has some interesting VR applications, as "desk scale" VR/cooperative-environments have a lot of potential for bridging the divide between full scale VR and regular computers. Much quicker than they grasp normal desktop metaphors. If you know your way around Godot or game-engines I highly encourage you to contribute to this project! I think it's legitimately important, as even my tech-illiterate family can grasp the concepts quickly. I think the world really needs an open source tabletop-simulator, and while tabletop-club isn't quite there yet I'm really hopeful it will eventually surpass the "tabletop-simulator" game on steam. That last part is something that's sorely missing in digital editions of board games. We could help people out when they got confused by grabbing their pieces, or pointing at the board, and if someone made a mistake the game doesn't lock you into it you can just move the pieces however you need to. I found that it worked surprisingly well with my tech-illiterate family. Especially during covid it was a great solution (with some rough edges and a somewhat prohibitive cost if you're trying to get 6+ people involved). I play tabletop simulator (a steam game) with friends at least once a week.
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