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Lore – Open source version control system designed for scalability

lore.org

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Re: Lore – Open source version control system designed for scalability

#14
post #5

What makes lore better or worth considering... when svn and git never failed me...

> It’s optimized for projects—including games and entertainment—that combine code with large binary assets, and caters for the needs of developers and artists alike.

Re: Lore – Open source version control system designed for scalability

#15
post #5

What makes lore better or worth considering... when svn and git never failed me...

Git does great with text files, but game development contains a lot of binary assets (textures, videos, 3d models) and correspondingly huge repos. git-lfs tries to patch around that, but that makes a complex tool that creatives struggle to understand even more complex. Perforce is a pretty popular solution, and was used by Epic in the past

Re: Lore – Open source version control system designed for scalability

#16

How long before Epic starts giving away other software and suing git to support lore?

I can’t remember the last time anyone actually played the game they got for free on epic’s store

I play Brotato fairly often. I am not sure I have played any of the other free games I’ve gotten though.

Re: Lore – Open source version control system designed for scalability

#19

I’ve always wanted a git with five commands, and maybe with AST based diffing

The five command part isn't really possible but you can use custom diffs for merges, git diff, etc. pretty easily. There are projects like diffsitter ( https://github.com/afnanenayet/diffsitter ) for doing more intelligent diffs like this for supported languages.

EDIT: and then an example for the merge stuff I couldn't find while typing before: https://mergiraf.org/ and HN discussion a few years ago: https://news.ycombinator.com/item?id=42093756

Re: Lore – Open source version control system designed for scalability

#20
post #5

What makes lore better or worth considering... when svn and git never failed me...

When you have a game that weighs in at 100GB, only a tiny fraction of that is built from code. The rest of it is binary assets that most VCSs struggle with. What makes this worth considering is the fact that they designed it to handle binary assets.
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