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For some of us, binaries are source. For example, anyone developing in Unity or Unreal Engine has large binary files that represent the game levels, blueprints,
by Stratoscope 10y ago
For some of us, binaries are source. For example, anyone developing in Unity or Unreal Engine has large binary files that represent the game levels, blueprints, and other assets. These aren't generated files, logically they are source code that should be versioned along with the textual source code.
(Tip for Unity users: The very first thing to do when you start a project is to go into the project settings and change it to Text Assets. That way the scene files and such will be text instead of binary. It's still a fairly opaque YAML format, but at least they will be more diffable.)
- flukus 10y agoFor every legitimate use of binaries in source control there are dozens of idiots checking in build artifacts.
- alkonaut 10y agoBuild artifacts aren't necessary to bring over to git in a conversion from hg/svn. I archive installers and other artifacts in svn, but if I moved to git I'd just archive those somewhere else. The binaries that are actually part of the build (a few binary dependencies, lots of graphics, test in/out data etc) must be next to the source however because those are needed to reproduce a build.