This simulation explores the application of augmented reality in gaming, focused on the core rendering technique that makes AR objects feel physically present: depth-based occlusion. Virtual game targets are anchored to fixed positions in a reconstructed real-world room, and every frame a raycast test checks whether real furniture or walls sit between the camera and each target — exactly the algorithm ARKit and ARCore run to decide whether a virtual character should be hidden behind your couch. Toggle occlusion on and off to see the difference between naive AR (objects always drawn on top) and occlusion-aware AR, adjust room complexity, orbit the camera to explore, and dial in tracking noise to see how sensor drift degrades tracking confidence in real AR systems.