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Interesting. When you say that's the problem they're intended to solve, do you have a link to that as their intended use case. IE is that "a" usecase or "the"
by d_watt 4y ago
Interesting. When you say that's the problem they're intended to solve, do you have a link to that as their intended use case.
IE is that "a" usecase or "the" usecase? I've never seen submodules used for that, only for internal dep management, so if there's content about "what they're really for," I'd love to read more.
- grogenaut 4y agoWhen I worked in games we did exactly this but with perforce. All of our libraries were in a vendor tree and all in source. We slapped our own build over the top of them and checked in the build artifacts (perforce). If we needed an update, we updated their code and maybe our build script. It'd be nice to use submodules for this but I gave up years ago. The other big use is where you have your own libraries and you'd like to be able to share them across projects. My friend does game jams and has his own simple engine, he versions the engine and adds abilities and uses it across game projects.
- theduder99 4y agocheck the first paragraph on this page: https://git-scm.com/book/en/v2/Git-Tools-Submodules https://git-scm.com/book/en/v2/Git-Tools-Submodules