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Lore – Open source version control system designed for scalability

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221–230 of 717 posts

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

#221

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…

A significant part of my job, unfortunately, is helping people fix their workspaces when Perforce (p4) goes bad, or creating guardrails and wrappers to stop Perforce doing bad things. In fairness, p4 predates most of the VCSes we consider "modern", so I empathize with a lot of the underlying architecture decisions. However, it has and continues to utterly fail at improving at a reasonable pace. For example: - p4 trac…

I’ll add some more

- The P4 cpp api was apparently designed before any modern Cpp std lib was available. And is at best archaic, and stringly to use.

- P4 encoding support is pain in the ass to configure. And ensist on adding or removing bom to files.

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

#222

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…

P4 is more "industry standard" than "state of the art"... But it does handle large files and partial checkouts without feeling bolted on.

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

#224

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 is a major PITA, and if you use GitHub is even worse since there are quotas and rate limits that are charged separately.

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

#225

Earlier quoted context omitted.

I once worked in a git repository that required those kinds of restrictions. This was within a bank and the code in question was related to enabling Apple Pay from within the banking application. The consequences of that information and code leaking or being seen by anyone who had not signed the NDA were very serious (don't remember the details but it made the lawyers were extremely stressed about it). Needing to fig…

Strikes me as bizarre that payment code would be sensitive, unless it's a security by obscurity thing (which would also be concerning). Keys, secrets, etc. yes. But code? What am I missing here?

> security by obscurity thing... What am I missing here?

You are looking at the problem from the wrong direction.

If you build a honeypot, to trap hackers, does it behove you to explain what the bait is, and how the trap works?

Know your customer, fraud detection heuristics, finger prints, behavioral triggers are all areas where banks, and financial institutions need to keep the sauce secret. Telling the other party "how" you catch them just gives them the steps of what not to do.

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

#226
post #124

I came here hoping Epic Games somehow had launched a reliable alternative to GitHub, but saw their code is hosted on GitHub

Yeah, they should have posted it to LoreHub! I just checked for the availability of lorehub.com, and you can buy it for only ~$13,000 and start a competing business to GitHub.

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

#227
post #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 tradit…

I suspect the use of Rust rather than C++ might have something to do with the fact that Simon Peyton Jones and Lennart Augustsson (both of Haskell fame) both work at Epic and there would have been a strong internal push to do this in a language with some functional programming features. Rust rather than Verse because that would probably not be the right tool for the job (even if Simon works on it). Rust rather than Haskell probably because of performance -- DARCS never caught on partly for performance reasons.

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

#228
post #135

Earlier quoted context omitted.

I wonder how useful this could be as a generalized version control for regular user systems, as a way to rollback, or scrub through history. Presumably if this is designed to work at Epic and Big Game studio scale, it should work at home computer scale

This presumption has destroyed far, far more companies and projects than the opposite assumption (that something built for small will scale to big, then doesn't).

Can you name five?

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

#229

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…

Its important to understand that in Game Dev a ’git clone’, aka ’p4 sync’, can be a terabyte of stuff.

Git is bad at such volumes of binary assets, textures, models, sounds, etc.

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