▲ | dazzawazza 5 days ago | |||||||||||||||||||||||||||||||
> People should use the VCS that's appropriate for their project rather than insist on git everywhere. A lot of people don't seem to realise this. I work in game dev and SVN or Perforce are far far better than Git for source control in this space. In AA game dev a checkout (not the complete history, not the source art files) can easily get to 300GB of binary data. This is really pushing Subversion to it's limits. In AAA gamedev you are looking at a full checkout of the latest assets (not the complete history, not the source art files) of at least 1TB and 2TB is becoming more and more common. The whole repo can easily come in at 100 TB. At this scale Perforce is really the only game in town (and they know this and charge through the nose for it). In the movie industry you can multiply AAA gamedev by ~10. Git has no hope of working at this scale as much as I'd like it to. | ||||||||||||||||||||||||||||||||
▲ | jayd16 5 days ago | parent | next [-] | |||||||||||||||||||||||||||||||
Perforce gets the job done but it's a major reason why build tooling is worse in games. Github/gitlab is miles ahead of anything you can get with Perforce. People are not just pushing for git because they ux of it, they're pushing git so they can use the ecosystem. | ||||||||||||||||||||||||||||||||
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▲ | gmokki 5 days ago | parent | prev [-] | |||||||||||||||||||||||||||||||
I've been thinking of using git filter to split the huge asset files (that are just internally a collection of assets bundler to 200M-1GB files) into smaller ones. That way when artist modifies one sub-asset in a huge file only the small change is recorded in history. There is an example filter for doing this with zip files. The above should work. But does git support multiple filters for a file? For example first the above asset split filter and then store the files in LFS which is another filter. | ||||||||||||||||||||||||||||||||
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