Location-Based AR Game Development for Mobile

NOVASOLUTIONS.TECHNOLOGY is engaged in the development, support and maintenance of iOS, Android, PWA mobile applications. We have extensive experience and expertise in publishing mobile applications in popular markets like Google Play, App Store, Amazon, AppGallery and others.
Development and support of all types of mobile applications:
Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
E-commerce mobile applications
Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
Business process management mobile applications
CRM systems, ERP systems, project management, sales team tools, financial management, production management, logistics and delivery management, HR management, data monitoring systems
Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

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Location-Based AR Game Development for Mobile
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Location-Based AR Game Development

Pokémon GO had earned over 6 billion dollars by 2023. Mechanic is simple: real world becomes the map, GPS determines player position, AR camera shows characters over real surroundings. Repeating this technically is non-trivial: location-based AR requires working stack of precise positioning, AR content rendering, server game logic, and multiplayer synchronization.

Positioning: GPS Accuracy and Its Limits

CLLocationManager on iOS gives 5–65 meter accuracy depending on conditions. FusedLocationProviderClient (Google Play Services) on Android—3–20 meters. For gameplay "monster standing 3 meters away" this is unacceptable.

Compensate via ARKit/ARCore World Tracking. Algorithm: GPS gives rough position → AR session refines relative movement via VIO → next GPS fix corrects world anchor. ARCore Geospatial API (Streetscape Geometry + VPS) gives 10–30 cm accuracy in covered zones—sufficient for urban games.

ARGeoAnchor (ARKit 4, iOS 14+) allows anchoring AR objects directly to GPS coordinates. Apple uses its own VPS infrastructure to refine position. Works in major cities with good Apple Maps coverage.

Server Architecture for Location-Based Game

Game objects (monsters, artifacts, collectibles) stored in geodatabase with spatial index. For PostGIS: ST_DWithin(location, ST_Point(lon, lat)::geography, radius_meters)—query all objects within radius. Client sends coordinates every N seconds, server returns current list of objects in visible zone.

For real-time: WebSocket connection instead of polling. When other player moves or new object appears → push via WebSocket → client updates AR scene.

Geosharding: when scaling, divide map into hex grid (Uber's H3—good library) and assign services by sector.

AR Rendering in World Coordinates

Main question: how show monster 30 meters away when AR session works in local coordinates?

Approach 1 (ARGeoAnchor): anchor ARAnchor to monster GPS coordinates. ARKit manages positioning. Limitation: 500-meter radius, only supported cities.

Approach 2 (computed offset): convert monster GPS coordinates to relative offset from player position via haversine formula → get vector (dX, dY) in meters → place ARAnchor in AR space at this offset. When player GPS updates—recalculate and update all object positions.

For distant objects (50+ meters) AR render loses meaning due to GPS error. Switch to 2D radar-view: mini-map over AR image with object icons.

Typical Gotchas

Battery. GPS + ARKit + render = iPhone dies in 2–3 hours. Optimize: CLLocationManager.desiredAccuracy = kCLLocationAccuracyNearestTenMeters (not Best) during walking, reduce GPS request frequency at low movement speed.

Background tracking. For "monster appeared nearby, notify" mode need CLLocationManager with allowsBackgroundLocationUpdates = true and UIBackgroundModes: location in Info.plist. Apple checks at review—justification must be compelling.

Spoofing. Jailbreak/root + GPS spoofing—classic problem. Detection: CLLocation.horizontalAccuracy anomalously low with spoofing, sudden teleports (speed > 50 m/s), JailbreakDetector libraries. Server validation: verify physical movement possibility between points.

Timeline

Prototype with basic geolocation mechanic and AR render: 8–12 weeks. Full game with server logic, multiplayer, PvP mechanics and event system: 6–12 months. Cost calculated individually after game design.