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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

#121
post #7

repo: https://github.com/EpicGames/lore Looks very git-ish. But probably better equipped for large binary files. echo "Hello, Lore" > hello.txt lore stage hello.txt lore status --scan lore commit "Initial revision" lore push

Git-ish CLI is great. The GUI is more important though. Non-programmers don't want to dabble with CLI. One reason why Perforce is the defacto standard IMO. The GUI covers 99% of daily used operations and is easy to use.

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

#122
The link to Architectural Decision Records is empty, but they're present in the repo to look at[0]. Curiously the decision with the most deciders is the implementation of JavaScript bindings[1].

[0] https://github.com/EpicGames/lore/tree/main/docs/developing/...

[1] https://github.com/EpicGames/lore/blob/main/docs/developing/...

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

#123
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.

Yeah, like when Blow claimed he could replace PowerPoint in a weekend and ended up implementing a presentation software that had about 2% of what PowerPoint offers.

Now there's an argument to be made that many don't need the remaining ones but to claim that you 'replaced PowerPoint' for anyone but yourself is ridiculous.

They're good at demos, I give them that.

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

#125

Earlier quoted context omitted.

[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.

Sorry, you're right. It's been a frustrating morning and I shouldn't have taken it out on you.

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

#126

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…

That's by design of git, you can't forget that git is first developed for a bazaar model of information flow, especially with a big decentrailized project like the Linux Kernel, not the silo and isolated corporate NDA and closed model you described. Git prefers open information and discourages information closures and segregation of information by placing restrictions exactly like this. Git enthusiast would often tel…

Git submodules aren’t convenient either. For the silo and corporate development use case, just use multiple repositories and make your build tool aware of multiple repositories. It is slightly less painful than submodules.

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

#127

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.

Git is fit for purpose. That purpose is to host a monorepo, with out a lot of 3rd party dependancies, distributed, patch based.

Thats not how everyone else works.

We're all using package managers to help with massive amounts of 3rd party dependancies (why are you version pinning in any place other than your repo, why arent you pulling updates through your repo and reviewing them)

We're reliant on tools like artifactory to make sure those depedancys dont disappear or are not corrupted.

We use yet other tools to manage our binary files (this tool would fix that).

Github, gittea, gitlab, bitbucket... have all added piles of tooling around git, that are grafted on around its short comings.

> It's crazy to me that nobody has made anything better yet.

Because our entire industry has fallen into the rut of "more tools", of stacking turtles (https://en.wikipedia.org/wiki/Turtles_all_the_way_down ) rather than fixing the real issues that hold us back.

> Although I could start that myself and yet have not.

Because unless your a Google or a Linus, no one is going to look twice at your tool for something that is this important. Im not even sure that epic games has the good will, or trust to launch this.

I am going to give them the benefit of the doubt and take a long hard look at it, but my optimism is tempered. But unless it offers a LOT more than git, the extra overhead (lacking IDE support, deployment changes and all the other tooling in GIT's orbit) it isnt going to be a worth while change.

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

#129

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 is certainly not great with binary assets, but calling perforce SOTA ... ouch.

If perforce is the best there is out there for large binary asset management, then there is a blue ocean worth of potential improvement for git.

Perforce is a piece of crap, a relic of the 20th century that must die in a fiery inferno.

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