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Lore – Open source version control system designed for scalability

lore.org

201–210 of 717 posts

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

#201

>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"

> to be fair, that's just the desktop client.

I expect fully to mean fully, though.

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

#202
Turns out it is not really new but only open sourced it now. From the FQA.

>Lore, formerly called Unreal Revision Control, is the built-in version control system for UEFN (Unreal Editor for Fortnite), where creators have been using it to version their islands. It is also seeing progressive adoption by internal Epic teams, and is being implemented as the backing store for UEFN’s cook pipeline, where it replaces traditional intermediary storage layers—eliminating redundant file transfers and significantly reducing the time between publishing changes and those changes being playable.

Surprised it is in Rust and not Epic C++ or Verse. I wonder why.

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

#203

Earlier quoted context omitted.

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

Citizen Sleeper, the game that is going free tomorrow on the Epic store is really good. Space Cyberpunk themed RPG/Survival Sim. It is interesting that people are so cynical about Epic giving out free games. I get that people love Steam, but competition in the storefront market is not bad.

> It is interesting that people are so cynical about Epic giving out free games.

It's a mischaracterization to call the games free, if they require you to install unrelated third-party software you'd rather not install (and which at least in the past has been known to snoop your data without consent). In that sense, you may see it as backlash around characterizing the games as free in the first place, when they obviously are not.

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

#204
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?

I was. I thought, and still think, that svn was much more pleasant to use than git. Alas, I am in the minority.

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

#206

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…

There's also a new player called diversion (diversion.dev) which I think may be a YC startup? Anyway it takes a different approach of being more like Google drive but bringing in VCS behavior making it more indie and designer friendly.

At my previous game-dev-company job we ended up splitting things up into:

1. Code - Git

2. WIP art, shared assets (logos, marketing materials, etc) - Google Drive (because things are often changing, getting passed around, etc)

3. Finished assets (PSD files you're done with, or you think you're done with) - SVN (because we wanted a log of who contributed to what, wanted artists to be able to pick up where someone else left off; having a log of who made changes to a given PSD)

4. Assets rendered out to PNG to include in the app bundle/publish to the static file servers - Git (because those files never changed after being published so the git history wasn't polluted with unneeded files)

I've also used LFS, which is... a fine workaround, but still not great. Users who don't have it configured can still commit binary blobs; users who don't have it configured will clone files incorrectly; if the LFS server is slow, unavailable, unreliable, then the system starts to behave oddly; you need a Git server that supports it.

It was a huge hassle to manage; having a system like this would have been a godsend at that company, and if I still worked there I would be spending all day importing our codebase and assets into it to see how well it works.

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

#207

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’ll chip in here and say theres ime a world of difference between the amount of condescension and acerbic noise produced by Blow versus Casey. Casey comes of as grumpy but fundamentally pretty respectful in the stuff I’ve seen him in.

I have only seen Casey's writing in the whole "why is the terminal so slow" debacle, but he was a massive jerk in that. He was right! But still a jerk.

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

#208

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.

It can be SOTA and still be garbage if there's nothing better (and there's nothing better, sadly). This is extremely exciting for anyone who's had to manage revision control for game devs.
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