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There usually are dependencies between the game and its assets, but sure, these dependencies can be managed. Historically I've dealt with the problem by keepin
by tomlu 12y ago
There usually are dependencies between the game and its assets, but sure, these dependencies can be managed.
Historically I've dealt with the problem by keeping code and assets in separate repositories (using different version control systems). While it's worthwhile to do so in order to use git for code it really is a pain.
- colechristensen 12y agoExactly my initial point. It is really worthwhile to treat code and binary data differently, and the tools don't exist to make it not-so-painful. To answer a couple of levels up, it's not bad practice because it isn't useful... there are many circumstances where having big binary blobs versioned and associated with code. It is bad practice because the tools are all written _for_ code and can get nasty when filled with binaries. So there's a problem and a solution, but nobody seems to have put together the right magic yet.