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Building Universes from Code: Turning Raw Reality into Structured Digital Space

A split portrait Tim. The left side shows a fully coloured clay-animation version with warm textures and a cosmic background. The right side shows the same character as an unfinished, monochrome 3D model against a grey geometric environment. The image highlights the transformation from raw digital modelling to a finished animated style

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 begins as a cloud the size of a galaxy becomes a few thousand vertices - clean, structured, optimised. This isn’t just compression; it’s interpretation. A digital retelling of a physical truth.


And yet another question emerges:

How do we take this newly tamed geometry and make it functional inside Baldr Engine - a place that must simulate not just shape, but behaviour?


Our final post explores how reality becomes playable.


Tim Ellis

20th November 2025

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