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It probably depends on your domain. AFAIK AAA games all use Perforce. Git is just not good managing terabytes of source game assets nor at managing access to th
by greggman3 6y ago
It probably depends on your domain. AFAIK AAA games all use Perforce. Git is just not good managing terabytes of source game assets nor at managing access to those assets so two people don't edit them at the same time since they are usually not mergable.
git lfs was supposed to help but it only solves the storage side, not the permission side, and it's pretty slow compared to p4.
I doubt pijul will make a dent in solving AAA game devs vcs issues though
- kortex 6y agoLfs is frustrating. The clean/smudge model means files could be in the state of pointer or actual data. Lost count of how many times I didn't have everything smudged, or accidentally commited a 500mb model, or gotten into some wacked-out state where I couldn't clean, smudge, push, or pull without errors and had to nuke and start fresh from remote. Data Version Control (dvc.org) is a far better model.
- pmeunier 6y ago> I doubt pijul will make a dent in solving AAA game devs vcs issues though Pijul has the potential to do that, since patches provide a very easy interface for doing partial checkouts: - just pull patches related to a particular part of the repository. - don't pull patches related to artwork frequently. Since Pijul patches always commute, this could work. Additionally, I hear the new (unreleased) Pijul can split patches between a "transform part" (e.g. "I inserted 2Tb in file f, and deleted 1") and a "contents part" (e.g., "here, have your 2+1Tb: …").