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Building Universes from Code: Bringing AR-Captured Worlds into Baldr Engine

Tim, CTO, as a clay-character wearing glasses reaches forward to touch a glowing point of light, as a wireframe digital landscape on the left transitions into a rich, natural scene with trees, a pathway, and a small cottage on the right, symbolising the transformation of real-world spaces into immersive digital environments using AR and game engine technology

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


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