Building an augmented-reality feature into a game means solving one core problem: given a camera image, where exactly is the real-world marker, and how should a virtual object be locked onto it? This simulator implements the actual algorithm — detect the four corners of a square fiducial marker, solve the 4-point planar homography with Direct Linear Transform, decompose it into a camera-relative rotation and translation using the camera's intrinsic matrix, and use that recovered pose to anchor a virtual game object in 3D. Move the marker's distance and viewing angle, dial in simulated sensor noise, and watch reprojection error, position error and rotation error rise exactly as they would on a real device — then compare the tracked pose against ground truth to see how much the algorithm is compensating for.