| ▲ | regnerba 5 hours ago | |
Git LFS for example does not support file chunking. So a single byte change on a large (100s of gigs) file means downloading the whole file again. Lore does chunking of binary files which means faster downloads and better de-dupping on the backend. | ||
| ▲ | regnerba 5 hours ago | parent | next [-] | |
Permissions is another thing. Git permissions are done one a per repo basis. https://epicgames.github.io/lore/explanation/system-design/#... | ||
| ▲ | danudey 3 hours ago | parent | prev [-] | |
Also, Lore seems to support checking out only the assets you actually need (on-demand hydration and sparse checkouts), meaning that a level designer can check out just the level that they're working on without having to manually configure a git sparse-checkout (and then not being able to see any of the non-checked-out files). If this supports dynamic hydration of files, either as they're accessed (like Dropbox with offline files) or by somehow knowing which files need which other files (building a dependency graph) then it could be a massive win both for speed and efficiency of downloads but also for conserving disk space on developer machines. And since it has API bindings, it's possible that's something that could be built into IDE plugins, so that your editor (Godot, Unity, etc) can know which assets need which other assets and automatically trigger hydration, including when you e.g. try to use a new model/texture/etc in a scene that hasn't used it yet. | ||