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Thinking about large parts of the game development world still using Perforce (or even SVN!) because they frequently need to commit lots of binary asset files t
by cyber_kinetist 3y ago
Thinking about large parts of the game development world still using Perforce (or even SVN!) because they frequently need to commit lots of binary asset files to their repos... I guess text is not the only thing that runs the world.
Really there is still no real alternative to Perforce when it comes to handling binary files. Previously PlasticSCM was a good contender but Unity bought it for their own version control system and seems they've stopped developing the original software (which is a shame...)
- genuine_smiles 3y agoGit LFS isn’t a real alternative? https://git-lfs.com/ https://git-lfs.com/
- cyber_kinetist 3y agoNo. (with a large period) I've tried using it myself for just simple tasks and was pretty unusable - lots of weird bugs and unintuitive behavior... Can't really imagine how painful it would be for a mid-to-large size gamedev team.
- vundercind 3y agoAnother down-side is that it forces you into having secondary server components. You can't bare-host git-with-LFS over ssh with just some directories on disk—you'll need Github, Gitlab, Gitea, or whatever, with LFS support (or that one "alpha quality do not use!" Python[?] project on Github that's supposed to handle LFS)
- hawski 3y agoIsn't Git LFS enough for those cases?
- BryanLegend 3y agoI use SVN for game dev and love it. It just works.
- pmeunier 3y agoPijul handles binary files natively, using a number of mathematical tricks removing the need for extra layers (layers like LFS). If you're interested come talk to us!
- robotnikman 3y agoA mod for a game I help develop uses SVN still. Granted, the Mod started development around 2010, but for games it seems like it works well
- hermitcrab 3y agoI store images, executable and DLLs in SVN without any issues. Most of the them are smaller than 10MB though.