3 ms·
Diffing is just one small part of version control. Keeping binary files in version control is the number one step away from messy file-name-based versioning. M
by barkingcat 12y ago
Diffing is just one small part of version control. Keeping binary files in version control is the number one step away from messy file-name-based versioning.
Many design studios are forced to use project1.ver1.psd project1.ver2.psd project1.ver3.psd, etc and so on in order to version their files. Single psd files can be on the order of high hundreds of megabytes to low gigabytes for high resolution ready-for-press files.
Not being able to diff the files is not a problem from an organisational point of view. Of course, in an ideal world there would be diffing of large binaries in a way that makes sense, but thinking there's no use in versioning binaries is very short sighted.
- jeremiep 12y agoThis exactly. We keep our game's asset in SVN at the moment only for the convenience of versioning. Artists are still locking files to ensure no conflicts are happening (and therefore no merges are needed). It's much easier to naively do a repository checkout/update than manually detecting changes (or rolling your own solution using rsync or similar). Especially when considering the game has over 100Gb of raw assets. SVN, Git or Perforce might not be the best tools for such a task but it works great.