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If your codebase can’t fit on a single developer dev machine it’s too big.
by digitaltrees 5mo ago
If your codebase can’t fit on a single developer dev machine it’s too big.
- ramraj07 5mo agoYou mean like Teslas multi terabyte repo is not normal?
- rtpg 5mo agoI think it's obvious that multi terabyte repos are not the norm.
- digitaltrees 5mo agoIt couldn’t be broken in to domain specific components? Listen, I am a rails developer, so a monolith doesn’t scare me, and yet, there are limits. Why does it need to be a multi terabyte monolith?
- mrweasel 5mo agoHow did they even manage to generate a terabyte sized repo, that's crazy. Do they have something written up on how it's structured and why they'd even go that route?
- 1718627440 5mo agoA terabyte is ~220 thousand books (1000 pages, 50 rows, 100 columns) uncompressed. VCS generally store objects compressed.
- nfg 5mo agoEver work on a AAA game?
- Mashimo 5mo agoThat probably mostly assets, no?
- maccard 5mo agoMy last project was about 400Gb, and probably 2M lines of C++. The days size is mostly assets but there’s still a lot of code.
- qznc 5mo agoProbably, but you want to version control assets too. People usually mention git-lfs at this point, but that is always annoying to use in practice. There is also shallow-clones and sparse-checkouts, but these only mitigate the problem as there is no way around cloning at least one revision completely with git.
- j_w 5mo agoEven a large AAA game should be able to be cloned to a machine. You don't need to clone history, just use --depth to specify the number of commits you want. Obviously a 20 year git repo with all commits is going to be massive, but you don't need that locally. Also, it seems like it would be reasonable for a AAA game to version control assets separately from code.