Using Playcanvas editor as an alternative to Tabletop Simulator?

What do you think? With some multiplayer network scripts/boilerplate:…saving sessions into text-stream, synchronising physics-calls within sessions between token-tagged objects, host controller to change scenes and moderate sessions, etc. An opinionated folder/tagging structure for some boilerplate setups, tookits like dice rollers, counters, cards, common UI managing windows, common scripts to manage turns and other stuffs, etc. And, you have the full power of javascript/playcanvas editor to go along with it to create your own custom boardgame.

Only thing is ammojs must run on server? Anyone tried this and deem this okay? Alternatively, forego the physics part and just run a basic multiplayer drag-position based tabletop simulation.