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Building Universes from Code: Bringing AR-Captured Worlds into Baldr Engine
Once AR has captured the world and we’ve shaped its geometry into something elegant and efficient, one final transformation remains. We must make it behave . A game engine demands far more than shape. It needs physics, logic, materials, and meaning. So, we give weight to floors, boundaries to walls, and purpose to empty space. We turn simplified meshes into navigation. We convert captured light into ambience. We decide which details matter…and which Baldr Engine must forget t
Tim Ellis
22 hours ago1 min read


Building Universes from Code: Turning Raw Reality into Structured Digital Space
AR gives us everything, every contour of a wall, every grain in the floor, every shift in light. But raw AR scans are messy, chaotic, and vast. Millions of points without hierarchy. A universe without physics. To build a digital world from this, we must reduce the infinite into something graspable. We filter, cluster, reconstruct. We search for planes buried in the noise. We simplify the unnecessary, compress the redundant, and extract the essential shape of a space. What beg
Tim Ellis
2 days ago1 min read


Building Universes from Code: AR as the Lens that Turns the World into Data
When we use AR to scan the world around us, something extraordinary happens.A wall, a corridor, a forest - things that feel solid, familiar, and immeasurable - suddenly become data , captured not in stone or air, but in millions of points suspended in digital space. It’s as though AR gives us a new sense, a way of seeing the world not as objects, but as geometry and information. Nature becomes quantised. Surfaces become coordinates. Depth becomes a number. But AR doesn’t just
Tim Ellis
3 days ago1 min read
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