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I learnt of Plastic SCM [1] a few days ago, apparently better suited to gamedev. Any experience or opinions? 1. https://www.plasticscm.com/ https://www.plastic
by juanuys 6y ago
I learnt of Plastic SCM [1] a few days ago, apparently better suited to gamedev. Any experience or opinions?
1. https://www.plasticscm.com/ https://www.plasticscm.com/
- muststopmyths 6y agoI have no experience with Plastic SCM, but I will point out a couple of things you should research before settling on a non-Perforce SCM. 1. Huge files - a distributed VCS will not handle versioning them in a space-efficient manner without hacks like LFS. Plastic SCM says they handle huge files, but you want to investigate this closely. 2. Locking files - Game assets will usually be binary and non-mergeable so you need to be able to lock them so that only one person is able to edit at a time. PlasticSCM seems to have this handled according to their website. 3. Disk space - Watch the pricing for disk space. 5GB is nowhere near sufficient for a game of reasonable size. Seems reasonable at $20/month up to 100GB, but make sure you understand what you'll get. They allow for a local server, which might be useful for a company (or if you don't mind setting up your own servers). If you're a solo or small-team indie, you can probably get by using anything. git, plastic, svn or perforce. perforce even has a cloud hosting solution. There is a reason Perforce is widespread in the gaming industry and it's not because we're a bunch of mouth-breathing morons stuck in 2005.
- vvanders 6y agoAs ex-game dev this is all right on the mark. Back when I was in gamedev the "code" checkout was ~160gb. The "art" checkout was ~500gb and the raw repo size was on the order of 3-4TB. Last I kicked the tires proper on most SCM solutions Perforce was the only one that could handle repos like that and provide locking so that people won't blow away binary files.
- mentos 6y agoNo experience with Plastic it seems better suited for Unity from the little reading I did on their website. If you’re using UE4 I 1000% recommend learning Perforce because it is what Epic (the developers of UE4) use as well as thousands of other game developers. So it has great editor support and is a skill set you can transfer to other projects.