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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

#111
post #90

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."

And then they usually back their words by doing things like "you claim that outputting text to a terminal emulator is a PhD level problem, so here I did it in a weekend". Huge teams are more often than not the sign of bloat and inefficiences.

To be fair, game developers have been rendering text on the GPU for over two decades. I've done it in college a decade ago with bmfont [1] (nowadays the engine does rasterization during import). Whoever thought was making a case with "outputting text to a terminal emulator is a PhD level problem" was really out of their depth and was making a case for unnecessary inefficiencies. Kudos to Casey for proving a point.

1. https://www.angelcode.com/products/bmfont/

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

#112

Earlier quoted context omitted.

Something else that git isn't good at: permissions. In gamedev, you might have proprietary work that you want to restrict to certain users. In P4, you can add restrictions to certain directories for only those who have signed the required NDAs. That's not something that you can do in git: it's all or nothing. Maybe you can set something up with submodules, but that's going to upend your repository if you hadn't plann…

Doesn't git crypt solve this? You can have encrypted blobs in a repo that will be auto decrypted if you have a working key.

People don't use git crypt nearly enough unfortunately.

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

#114

The premise is that Git-LFS sucks, so we need to build a new data versioning system (in Rust, from scratch). While I mostly agree with this premise, but there are already lots of existing (mature) data versioning systems with the same tricks under the hood: - Pachyderm (Go): https://github.com/pachyderm/pachyderm - XetHub (acquired by HuggingFace): https://huggingface.co/blog/xethub-joins-hf - LakeFS (Go): https://gi…

[deleted]

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

#115

> 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,…

I've used git+LFS for unity projects without much issue. If I was working with more than 2 people, I would definitely reach for something centralized.

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

#116

Just today as I pushed some changes to Github, I was thinking how user-unfriendly Git's UI is: Enumerating objects: 5, done. Counting objects: 100% (5/5), done. Delta compression using up to 10 threads Compressing objects: 100% (3/3), done. Writing objects: 100% (3/3), 290 bytes | 290.00 KiB/s, done. Total 3 (delta 2), reused 0 (delta 0), pack-reused 0 remote: Resolving deltas: 100% (2/2), completed with 2 local obje…

[flagged]

What a completely rude comment that tells me everything I ever need about you and whether I'd want to interact with you. They're not asking for the literal answer. They're asking a question about why that is important to surface at all.

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

#118

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…

Git LFS has file locking, and no VCS can provide you with the tools for diffing binary assets. I don't see any meaningful difference between Perforce, Diversion or Lore and git + LFS + file locking. Unless there's a meaningful performance impact for large projects (I only work on small / medium projects), the capabilities are the same. However, I get excellent git support for code in any editor, as opposed to Diversi…

There's also the tooling. Game teams have artists and designers where baroque command line incantations are headwinds to their workflow pace.

For the longest time Git tools were really poor. In recent years there's a few ok ones, like Git Fork, though I wouldn't know if those tools scale to the level of a AAA team size repo and not fall over.

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

#119
post #103

Earlier quoted context omitted.

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.

With respect, were you around to use any of its predecessors?

[deleted]

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

#120

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.

We did, mercurial just didn't win.
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