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So how would you version a game that needs assets? These files must be versioned but can be very big, for example long cutscene videos. Some projects need the
by ghosty141 3y ago
So how would you version a game that needs assets? These files must be versioned but can be very big, for example long cutscene videos.
Some projects need the ability to version big files, there is a good reason why perforce exists and is widely used in the gaming industry.
- afiori 3y agoI am not saying that it is a better UX, but hashed/versioned blobs on S3 would mostly work depending on tooling integration.
- msk-lywenn 3y agoIsn’t that essentially what git lfs is?
- afiori 3y agoI believe so, but with different UX. In almost every case I expect git lfs to be better, but I can see reasons to use more custom flows.
- maccard 3y agoThat's building a custom version control on top of the version control you're already using.
- afiori 3y agonot really, it is like building a custom storage layer for your VCS. you are still relying only on git as a source of truth for which artefacts belong to which version.