Actual chemistry simulations are still computationally unfeasible. In the "ten thousand atoms is a lot" territory.
So you could certainly make a game with hardcoded reaction paths for it, but capturing the actual scope and breadth of real chemistry just isn't really going to happen.
On the other hand you do raise a really good point about something which bugged me a lot when I was learning lab chemistry: getting the mechanical sensibility for what processes you need to do is hard and frankly IMO it's not taught particularly well. There would, I think, be a lot of value in a decent fidelity VR simulation of some of these processes just so you could get a sense of what the mechanical arrangement of things you need to do will actually be.
i.e. testing out a particular glassware and fluid path apparatus would have a lot of utility in making experimental work more structured and developing the intuition for what things should look like.
we have blender, webGL, three.js, godot, blend2web, so much tech...and the pedagogy is...where? in the toilet ...idk? i really need to get smarter asap...lol. So many cool ideas to explore, particularly in STEM.
So you could certainly make a game with hardcoded reaction paths for it, but capturing the actual scope and breadth of real chemistry just isn't really going to happen.
On the other hand you do raise a really good point about something which bugged me a lot when I was learning lab chemistry: getting the mechanical sensibility for what processes you need to do is hard and frankly IMO it's not taught particularly well. There would, I think, be a lot of value in a decent fidelity VR simulation of some of these processes just so you could get a sense of what the mechanical arrangement of things you need to do will actually be.
i.e. testing out a particular glassware and fluid path apparatus would have a lot of utility in making experimental work more structured and developing the intuition for what things should look like.