Having worked with SVN a decade ago and Perforce more recently: that part of the market is waiting to be disrupted. I'm a little unsure whether it was actual technical reasons (vs cultural) that kept git out of those use cases. Many devs were working with git locally and using git-svn or git-p4 to interact with the local repo. Best of luck!
Launch HN: Diversion (YC S22) – Cloud-Native Git Alternative
201–210 of 440 posts
Re: Launch HN: Diversion (YC S22) – Cloud-Native Git Alternative
#202> The biggest drawback of Git is its limited scalability - both in repository and file sizes, and the number of concurrent users. How did you come to the conclusion Git isn't scalable in the number of users? There is no limit in the number of users with Git. There may be limits in the number of interaction between those users, i.e. pull/merge requests, clones, fetches etc. But they are mostly limited by humans. A cen…
The number of concurrent merges is definitely a problem. With a few hundred developers committing to the same repo all day, it becomes a chore to make sure that their commits can still be put on top of each other, and that one out-of-sync commit is not holding back a bunch of others which depend on it. This all is solvable, both through discipline and tools. But if a VCS has a built-in capability to alleviate this, i…
Re: Launch HN: Diversion (YC S22) – Cloud-Native Git Alternative
#203Re: Launch HN: Diversion (YC S22) – Cloud-Native Git Alternative
#204As a game dev I find the pitch unexciting. > git is bad we're better Honestly, a modern git lfs workflow is really smooth. I think it handles binaries fine. Show me cumbersome git feature and why this works better. You can't just tell me tools I use every day are unusable. I think the main pain of git is if you want to put everything in a single repo. Big isn't a problem, getting just what a I need (checking out a si…
Re: Launch HN: Diversion (YC S22) – Cloud-Native Git Alternative
#205Earlier quoted context omitted.
The pitch simply wasn’t true. Data was not destroyed and was restored hours later.
It's a pitch. The story has obviously been embellished and polished and condensed, ready public consumption. Being pedantic against it is not productive.
Re: Launch HN: Diversion (YC S22) – Cloud-Native Git Alternative
#2061. git is not hard if you learn it 2. I regularly see people storing multiple gigabyte files in git.. I don't understand your issue with large files. 3. cloud native? why? part of the point of git is to have a repo decentralized away from centralized clouds onto dev's machines, if your data scientist broke git then that means your main branch configuration is off, no one else had that cloned onto their machines, and…
I don't think you understand the scale of large creative projects like games. The current (only medium sized) Unreal Engine project I'm working on has about 300k files in the head alone, and a fresh sync for the stuff only required to build/cook the game is about 350GB. If you add the raw content from things like Maya, substance Painter, brush, etc, it is well in excess of 1TB. Vanilla git just does not scale to this…
Despite all the questions I have about storing un-versioned large media files in Git instead of EC2 and your lack of good management about modularizing the code base and lack of build tooling....thats the use case I specifically stated in my post.
The monstrosity that is Diversion could have great benefits for niche use cases like yours. i.e. large media file Version Control for teams who aren't knowledgeable about how to manage large code bases.
If for some reason you want to pay an additional nine person team with a huge infrastructure instead of just using EC2 and a build script..feel free.
Re: Launch HN: Diversion (YC S22) – Cloud-Native Git Alternative
#207Earlier quoted context omitted.
> doesn't destroy the reflog or runs the GC server-side. Git doesn't give you access to the server side reflog either. So it's of not much use if you don't control the server. As for losing data with Git, the easiest way to accomplish that is with data that hasn't been committed yet, a simple `git checkout` or `git reset --hard` can wipe out all your changes and even reflog won't keep record of that.
> As for losing data with Git, the easiest way to accomplish that is with data that hasn't been committed yet Also Git has pretty awful behavior losing changes when one doesn't press "Save" in their IDE. Bad, bad Git.
It's what I end up doing manually anyway but why make a system where the default behavior is destructive and I have to remember every.
Re: Launch HN: Diversion (YC S22) – Cloud-Native Git Alternative
#208> In our previous startup, a data scientist accidentally destroyed a month’s work of his team by using the wrong Git command. Can someone explain how is this possible? More importantly was there any git branching strategy and permissions?
It could be done with force-pushes, if nobody has a commit number for the old tree.
Re: Launch HN: Diversion (YC S22) – Cloud-Native Git Alternative
#209Re: Launch HN: Diversion (YC S22) – Cloud-Native Git Alternative
#210Earlier quoted context omitted.
Thanks for the feedback! Totally true, I was surprised by how much emphasis on security there is in game studios. They are moving to cloud however, and we're hoping that a private cloud solution (Diversion running on their cloud account) would satisfy the requirements, at least a few years from now as cloud usage grows. Security is definitely going to be super important for us, in any case.
You need to stop worrying about the cloud and focus on being agnostic to things like VPNs, on premises and so on. (Also SSO mechanisms). Any cloud needs to be optional. If you can make it easy to deploy on a private cloud where everyone accesses it via corporate Google accounts but also deploy on prem (say containerized) with Active Directory integration you will cut a lot of noise. Game artists will increasingly not…