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I was also frustrated with the poor git support by blueprints. I ended up just writing long commit messages so that I could read about what I (thought) I had ch
by peterlk 9y ago
I was also frustrated with the poor git support by blueprints. I ended up just writing long commit messages so that I could read about what I (thought) I had changed
- isopede 9y agoI think they could go a long way to fixing this by building a textual representation of blueprints. I can see art assets being unmergeable, but as far as I can tell there's no good reason why nodes, the netlist of connections, and their parameters couldn't be stored in text. At least this would allow diff, merge, and code review with standard tools.
- pfranz 9y agoI've found the git support to be lacking. Every game studio I've known uses Perforce mostly because it handles lots of binary data much better. Because of the way games are developed, DCVS don't have as many benefits.
- isopede 9y agoPerforce is great for binaries, but really kind of a substandard experience for code, at least compared to hg/git. I also tried Git LFS and it is a hot mess.
- pfranz 9y agoI don't have much firsthand experience with Perforce. I've set it up, attached it to UE4 and just appended commits. I have been on the miserable side of git and binary data, LFS and other solutions seemed like awkward solutions. Even ignoring the distributed aspect of git, the things I loved as a solo developer was immediate branching, a sane way of merging, and things being fast because there was no server to talk to (coming from SVN and CVS). Now that I think more about it, I think some of the game studios I'm familiar with were using Git for the engine and artists were using Perforce for their assets.