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.
Lore – Open source version control system designed for scalability
141–150 of 717 posts
Re: Lore – Open source version control system designed for scalability
#142Earlier quoted context omitted.
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
#143Earlier quoted context omitted.
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
#144Missed opportunity for Lorehub.
Re: Lore – Open source version control system designed for scalability
#145Perforce definitely needs a challenger. It is not the incumbent because it is particularily simple to use or administer. Git is actually way simpler when it comes to branching operations for example.
The reasons why p4 is often preferred in gamedev have already been mentioned in other comments: large project support, permissions, file locking and so on. Another key reason p4 is the king for Unreal dev is just how well it's supported inside the engine. Not perfect, but it's the best supported VCS because it's what Epic uses. Even the Git plugin is painfully unfinished, because Epic does not internally use it. So with Lore I expect them to give it first class support. I'd recommend Git a lot more if the support in Unreal was better.
(background; I've been in gamedev for almost two decades now, 2-200 person companies, every kind of engine and version control system. I prefer git where I can use it: for Unreal that means small projects and/or tech savvy team members. Pick the tool that is right for the job and the team.)
Re: Lore – Open source version control system designed for scalability
#146Just 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…
Re: Lore – Open source version control system designed for scalability
#147Re: Lore – Open source version control system designed for scalability
#148Earlier 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.
Re: Lore – Open source version control system designed for scalability
#149Earlier 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.
It’s fine for things that you want devs to be able to see without the Git host being able to see them, it’s less good at RBAC because there’s no real “identity” component at read-time.
Re: Lore – Open source version control system designed for scalability
#150Just 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…
This is what happens when a kernel developer creates tools that need some kind of UX (I say this both as a shitty UX developer and Linus fan)