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Lore – Open source version control system designed for scalability

lore.org

301–310 of 717 posts

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

#301

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…

> this is not intended to compete with Git for general software development. This is a competitor with Perforce for game development.

Well, it is intended to compete with Git for version control. It's just that Git happens to be so bad at some aspects of version control that it isn't used much in those cases.

There's no good reason that Git couldn't be good at versioning binary files, or splitting up large projects. I mean people have tried - there's LFS and submodules. It's just that those both suck balls.

I was kind of hoping Jujitsu or Pijul would take a stab at these major Git deficiencies but unfortunately it seems like they are content to do them as badly as Git does.

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

#302

Earlier quoted context omitted.

The five command part isn't really possible but you can use custom diffs for merges, git diff, etc. pretty easily. There are projects like diffsitter ( https://github.com/afnanenayet/diffsitter ) for doing more intelligent diffs like this for supported languages. EDIT: and then an example for the merge stuff I couldn't find while typing before: https://mergiraf.org/ and HN discussion a few years ago: https://news.yco…

clone, pull, push, branch, merge, add, commit are the ones I use, but that's 7

checkout, log, config?

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

#303

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…

I’ve started using JJ vcs, mainly because some people were saying it was great and I didn’t really get it.

I’m starting to come around though. From a UI perspective it’s a major improvement on git. The branching workflow is something that has taken a bit to get used to though.

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

#304

> lore stage covers adds, edits, and deletes — you use the same command for all three. Stage a deleted file and Lore records the deletion for the next commit. Moves and renames are tracked too, through a dedicated subcommand: lore stage move records the rename so the file keeps its identity and history across the move instead of registering as a delete plus an add. Oof. So this isn't compatible with any tools that mo…

Isn't this just the same thing as `git mv`?

I don't think so, but I'm not sure. It seems to imply that renaming a file without using `lore stage` subcommands will record a delete and an add, meaning that changes made in a branch prior to the rename won't automatically propagate. Git will detect this without using it's own mv command.

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

#305
I've been working on something like this for internal use for the last 2 month or so. Very high overlap, CAS, version chains, branching available in storage, but not implemented (not as high value for us), file locks, chunked storage on S3 api. Focused on assets only with more focus on build/export (think gh actions for blender files) and QA processes.

Interesting to see where this goes.

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

#306
post #136

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…

Objects are your files. Underlying git is a content-addressable filesystem. The objects are referenced by trees. A tree is just a directory. The trees are then referenced by commits and/or tags into a DAG with named pointers into various parts of it (which are your branch and tag references): https://git-scm.com/book/en/v2/Git-Internals-Git-Objects Because it would be terribly in-efficient to have a bunch of loose ob…

Respectfully, I think you're missing the point. The GP is not asking for an explanation (and could look that up from the Git docs) but commenting on how user-hostile it is. There's lots of software like this, which is so unfriendly that once you've learned the minimum of how to do something and verify it worked, you don't want to touch it any more unless you really need to.

CLI output should be in plain language and omit or minimize unnecessary detail absent a -verbose flag - for example, I'm just not interested in how many threads something took unless I'm working on it. As a user, I want to be focused on the task I'm doing, not on the perfromance of the tool.

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

#307

Earlier quoted context omitted.

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.

Is it not also possible that there are an overwhelming number of problems with the big AAA type studios in games right now? I feel right now we're in sort of tale of two cities, because AAA games have turned into barely functioning uninspired parasitically monetized crap, while smaller scale development is in an absolute golden age. And it's likely that LLMs will only add fuel onto this turd burning fire.

There are real problems, but Jonathan Blow doesn't limit his criticism to those problems. He just indiscriminately criticizes everything. He's turned into the type of critic that is a broken clock that happens to right twice a day.

His criticism isn't limited to AAA game studies. He's a vaccine skeptic and is pretty heavy into far-right influencer garbage. All very surprising if you only know him from his games.

This Tweet is a classic https://x.com/Jonathan_Blow/status/1854708962462982465

Jonathan Blow:

> It doesn't help that all males currently under the age of 40 were raised to be supercucks

I started following him for his gaming work and talks. His influencer content is something else.

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

#308

Earlier quoted context omitted.

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 H…

I don't see how Rust is more functional programming oriented than C++

Rust has a load of FP-style iter/map/filter stuff that you can technically do in C++ but only if you don't mind bleeding eyes.

It also borrows a lot of features from FP languages like nice tagged unions (enums), Result, everything-is-an-expression, etc.

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

#309

Earlier quoted context omitted.

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.

Is it not also possible that there are an overwhelming number of problems with the big AAA type studios in games right now? I feel right now we're in sort of tale of two cities, because AAA games have turned into barely functioning uninspired parasitically monetized crap, while smaller scale development is in an absolute golden age. And it's likely that LLMs will only add fuel onto this turd burning fire.

In fairness, AAA games are practically over. They have grown too bloated, take too long to develop, and, with the culture wars raging in the background, almost every AAA game steps on at least one landmine and loses a large fraction of its audience before it is even released. Sad, really.

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

#310

> lore stage covers adds, edits, and deletes — you use the same command for all three. Stage a deleted file and Lore records the deletion for the next commit. Moves and renames are tracked too, through a dedicated subcommand: lore stage move records the rename so the file keeps its identity and history across the move instead of registering as a delete plus an add. Oof. So this isn't compatible with any tools that mo…

Isn't this just the same thing as `git mv`?

They're actually saying it's better than `git mv`, because it actually records the move, unlike Git.
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