Building Universes from Code: Bringing AR-Captured Worlds into Baldr Engine
- Tim Ellis
- 3 minutes ago
- 1 min read

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 to survive.
This is where worlds converge: the physical space we walked through becomes a digital landscape we can play within. A translation not just of geometry, but of experience.
And perhaps the most astonishing part is this:AR allows us to capture reality at massive scale - entire buildings, environments, even cities - and reduce them into data that Baldr Engine can understand, simulate, and breathe life into.
Reality becomes efficient and the world we know becomes a world we can shape.
Tim Ellis
21st November 2025









Comments