Civilization: Beyond Earth Mac and Linux Dev Update #1
Welcome to the first ever development update for the Mac and Linux versions of Civilization: Beyond Earth!
In these updates we’ll explore the latest progress made on both the Mac and Linux versions of Civilization: Beyond Earth so that you guys at home can follow along and be informed about what’s going on with this hotly-anticipated title. Our goal will be to post new updates each week until the game is released on all platforms, so be sure to check back weekly (or if you’re a GameAgent member, make sure you’re signed up for our Weekly Roundup newsletter, and you’ll get the latest updates right in your inbox).
These updates will be relatively short while providing status on the product’s development.
So without further ado, here’s what’s going on with Civilization: Beyond Earth!
Status
Currently our testers can perform full playthroughs of Civilization: Beyond Earth on both Mac and Linux, and we are able to test cross-platform multiplayer.
Our current focus is on improving performance. So far performance has been the biggest development hurdle as we’re facing an engine based on Direct X 11 vs. Direct X 9, which Civilization V was based on. This upgrade means lots of new driver issues and development hurdles for the team. This is also why our current preliminary system requirements are much higher than Civilization V or the Windows PC version of Beyond Earth. However, our development team is extremely good at what they do, and we expect to make significant strides in performance improvement over the next several weeks.
Bug Report
In a complex AAA game like Beyond Earth, there are hundreds and sometimes thousands of bugs that we work through from the beginning of the project until it finally makes it’s way to release. Below are some examples of bugs we’ve encountered and fixed in the last week on NVIDIA chip sets on OS X 10.10:
Graphical tearing
Another bug caused the graphics on water tiles to corrupt on machines using ATI graphics chips.
Both bugs have now been fixed, but this gives you an idea of what sorts of graphical issues are common in a project when converting a Direct X code base over to OpenGL.
That wraps up our first week of updates, but stay tuned for more in the coming weeks. And let us know in the comments what you want to read more about or if you have any questions! We might not be able to answer everything right away, but we’ll do our best to keep everyone informed about what’s going on!



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