
Aperture Financial Intelligence
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Side project / iOS port
An experimental iOS port of Burnout 3: Takedown.

I wanted this game in my pocket. Starting with the existing burnout3-pc project, I worked on the Apple port, the touch experience and the performance tradeoffs that make it usable on a phone.
Explore the sourceA game made for a controller needs more than buttons drawn on a screen.

Proportional analog input, a small center dead zone and simultaneous accelerator input. Releasing the stick clears game input immediately; its visual spring settles separately.
Import a supported ISO once through Files. Later launches go straight into the game, with a local memory card that survives app restarts and updates.
The landscape controls fade to 24% opacity at rest and brighten while held. Device audio and direct Metal presentation complete the native shell.
Explore two historical rendering experiments. These renderer-only captures omit the app controls and show different replay moments.

Original meshes, textures, LOD and camera distances stay. Live reflection cameras and overlays are omitted, and post effects are reduced. Paint and glass look flatter.
| Minimum | Median |
|---|---|
| 47.0 | 59.9 |
42 two-second intervals per run · Serious thermal state. Scene submissions measure new world rendering, separately from simulation ticks or screen refreshes.
Read the recorded evidenceWhere it stands: the current proof of concept prioritizes the faster preset and original camera distances. A later short test recorded 42.9 minimum / 51.85 median scene submissions per second. Stable 50–60 FPS remains work in progress.
The technical term is ahead-of-time recompilation: this port uses the PlayStation 2 version of the game, translating its instructions and compiling them for ARM64 before the app runs.
The player’s disc and burnout3-pc supply the game and recompilation foundation.
Translated C++, runtime adapters and compiled VU programs, with interpreter fallback.
UIKit touch controls, AVAudioEngine, local saves and Vulkan through MoltenVK / Metal.
Seven Mac regression groups and device GPU/math checks are recorded. One graphics optimization preserved the captured race image and all 4 MiB of graphics memory byte for byte.
A personal porting experiment built on upstream work. Recorded races run on a physical phone; full-game compatibility, sustained performance and audio still need broader validation.
Built on burnout3-pc and its PS2 recompilation engine. Burnout 3: Takedown is the Criterion Games / Electronic Arts title. Game imagery here is captured project evidence; no game binaries, ISO or app download are offered. Content baseline: committed source b27cd98.
Explore the other current projects where product thinking is carried through interface, architecture, testing, and release.

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