Mapping Real Geometry in Real Time
The technical core is an AR surface detection and plane-fitting system that identifies usable surfaces in the camera view and places obstacles at physically plausible positions and angles. The ramps follow the slope of a real surface. A rail placed on a pavement reads its length from the actual kerb geometry. This approach, grounding the AR objects in real surface data rather than placing them at a fixed position in space, is what makes the experience feel like a genuine skatepark rather than a floating UI layer. We built the obstacle physics to interact correctly with the surface planes, so a ball or a character rolling down a virtual ramp follows the angle of the real pavement it sits on.