| ▲ | LtWorf a day ago | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
No no. I know SVN and mercurial as well. Git is better. And normally when someone pushes a huge file it means they compiled something on their machine and are placing it on git, which is something that raises all the alarm bells for me. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ▲ | flohofwoe a day ago | parent | next [-] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
You want to have your original art files (before they enter the asset pipeline) in the VCS (photoshop images, 3d models, maybe even videos), basically *all* files associated with the game project. Those source asset files are usually in the 5..20 MByte range, and up to 100 MByte isn't all that unusual either. Git (even with the LFS crutch) completely breaks down in such a scenario because it was designed for handling mainly text (while in game dev projects at most 1..5% of all source data is text (by number of files, several orders of magnitude less by size). Even good ole SVN is much better in that scenario than git (assuming you run SVN on a big, dedicated inhouse server). | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ▲ | rcxdude a day ago | parent | prev [-] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Except in game dev where you want to version control your art assets as well. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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