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It's not rocket science to know that if you have a 1 TB git repo filled with massive binary files that all need to be version controlled, youre doing something
by hasty_pudding 3y ago
It's not rocket science to know that if you have a 1 TB git repo filled with massive binary files that all need to be version controlled, youre doing something VERY wrong or you are using the wrong tool.
Literally the very first result on google search says almost every major game studio on earth uses perforce due to this specific problem because perforce allows you to check out binaries on a file to file basis and mark them with a change list. This appears to be a solved problem with numerous solutions.
Theres also git-annex mentioned in the thread and a number of other options.
I love that you're saying I have a big ego, but you're doing exactly one of the things I'm suggesting in your studio. lol
This Diversion seems doomed if they're competing with git, but if they're competing with perforce, that's a different story. They're probably still doomed, but at least their product fit makes sense.
https://www.reddit.com/r/gamedev/comments/2xc5fx/whats_a_common_version_control_setup_in_large/ https://www.reddit.com/r/gamedev/comments/2xc5fx/whats_a_com...
https://git-annex.branchable.com/ https://git-annex.branchable.com/
- Arelius 3y ago> Perforce, as horrible as it is, is the game and VFX industry default for a reason ... > or you are using the wrong tool. You were literally responding to a comment talking about how git isn't suitable for this problem, and seemed to be suggesting that ec2 and a build script should be sufficient... Edit: on a second full read, it's really unclear actually what your point was in the first place, And perhaps you were in agreement with the original poster and me all along, and just being confrontational and hostile for no reason?