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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

#71

Earlier quoted context omitted.

Jonathan Blow works with extremely small team sizes relative to the big studios. When you only have a couple people working on a project you don’t need all of the same coordination features.

He and Casey Muratory make a lot of cool instructive content, but their condescending attitude towards the industry always made me thing "Huh, must be really nice working alone and making all the decisions yourself."

IMO this is just garden variety effects of being a programming influencer. It’s a weird position to be in.

I think being influential just does that to people, with high regularity.

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

#72

> Git’s content-addressed revision graph is excellent, but it treats binary files as second-class citizens—large files require bolted-on LFS rather than first-class chunked storage, sparse checkouts have sharp edges in offline use, and there is no native multi-tenant isolation. I'm trying to figure out what Lore can accomplish that git+LFS can't. I've read about big binaries chunking, native interface and permission,…

If you've used git+LFS for any extended period of times, you'd know how often it breaks, especially when used with forges like GitHub. Both GitHub and Git treat LFS as an after-thought and second class citizen.

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

#73
This is just going to become another way to lock developers into UE. Then they will start charging for licenses, same as Unity did for its versioning feature. It might be open source but that doesn’t stop the commercial use of it being charged for.

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

#74

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 played hogwarts legacy for about an hour before realising it was boring, does that count?

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

#75

>fully open source >look inside >Lore Desktop Client is available as binaries only, download the installer for your platform here:

There’s a “Repositories” link at the top of the page that links to https://lore.org/#repositories, WhyHow links to various GitHub repos, including https://github.com/EpicGames/lore, which claims to have code for the CLI. I see no reason to suspect that claim is incorrect. The code likely lives in https://github.com/EpicGames/lore/tree/main/lore-client)

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

#76

>fully open source >look inside >Lore Desktop Client is available as binaries only, download the installer for your platform here:

to be fair, that's just the desktop client. You can use or build on top of the CLI

they do say they will open source it, but who knows:

"It isn’t open source yet—it currently depends on some proprietary components, including Epic’s internal design system—but we’re committed to open-sourcing it in the future"

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

#77

For context, since a lot of people on HN haven't worked on games - this is not intended to compete with Git for general software development. This is a competitor with Perforce for game development. Git is fine for text based files like code, but it's really bad at stuff like textures, 3D models, audio files, and other non-text files that game developers need to collaborate on. For example, one artist might need to o…

Jonathan Blow found it convenient to represent all assets in a large number of text files, to enable merging. For instance he'd have one text file per entity on a map. The game and editor could read either this or the compiled binary version.

That's fine for database-like meta-data (e.g. game entity properties), but not for images, videos or audio files. Just writing those as hex dumps into text files doesn't make them any easier to merge.

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

#78

Earlier quoted context omitted.

He and Casey Muratory make a lot of cool instructive content, but their condescending attitude towards the industry always made me thing "Huh, must be really nice working alone and making all the decisions yourself."

I respect his work, but I had to unfollow him on Twitter because he was so condescending to everything and everyone except his loyal fan base. He’s in a category of influencers who post constantly about gripes and grievances and smug superiority. Some people like that content but I can’t stand it. I really like hearing about indie development and small teams, but you don’t have to present everything as condescending…

I think there is an element of audience capture that sets up a self reinforcing feedback loop that drives out the normies and ends up rather cult like.

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

#79

>fully open source >look inside >Lore Desktop Client is available as binaries only, download the installer for your platform here:

https://epicgames.github.io/lore/roadmap/#desktop-client

> Open-source the desktop client so the community can build on its full graphical experience, not just download it. An early desktop client already exists as a binary download, but it isn't open source yet — it depends on some proprietary components, including Epic's internal design system. We're working to make all of it available in the open so that the client can ship as source alongside the rest of Lore. Lore is an open project, so it is important that the desktop client — which will be one of the main ways many people will interact with Lore — is also fully open so that the community is free to review, extend, and shape it.

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

#80

For context, since a lot of people on HN haven't worked on games - this is not intended to compete with Git for general software development. This is a competitor with Perforce for game development. Git is fine for text based files like code, but it's really bad at stuff like textures, 3D models, audio files, and other non-text files that game developers need to collaborate on. For example, one artist might need to o…

That sucks, git is so absolutely horrible. It's crazy to me that nobody has made anything better yet. Although I could start that myself and yet have not.

There are some projects:

* https://github.com/jj-vcs/jj

* https://nest.pijul.com/pijul/pijul

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