Something that's a little bothersome is that when you are designing a video game that portrays a classical world, the physical limits of the computer end up imposing many of the physical laws we are used to.
for example, consider diffraction limited resolution. Basically the further away something is, the less resolved it becomes. The bigger the eye or telescope you look through the more you can resolve at a distance. In the real world we call this diffraction limited resolution. In a computer game we call it pixels, and the bigger the monitor (in pixels) the better the resolution.
To object oriented variables cannot simultaneously know each other's state. One of them has to be updated first. There's a finite limit on how fast the computer can alter the memory locations and it can't change both at the same time. So there's a kind of speed of light limit on how fast the world can change. If were doing this on distributed architectures or iterating serially over the objects then that limit actually shows up in the connectivity of objects with distance: nearer objects can influence each other sooner than remote objects.
Finally, there is an exception to that rule. Two objects can communicate instantly if they share the same class variables. This is spooky action at a distance. While it's often claimed that quantum mechanics does not allow hidden variable theories , this is a mis-interpretation of Bell's theorem. In fact it only disallows local hidden variable theories. Global hidden variable theories are what QM says do exist. That's exactly how you get entanglement.
So QM emerges because of the class variables, diffraction emerges because of memory limits and the speed of light comes out from serial processing at the CPU or memory access level.
Thus you can't actually create a simmulation of reality that didn't have the characteristics of our weird world even if you wanted to.