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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

#151

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'd rather see some gobbledegook than extended pauses or idealized (read: fake) information. Those are specific tasks it is doing when you run that command, there's a simplicity to it.

Not saying Lore's approach is bad, but sometimes "worse is better".

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

#152
post #5

What makes lore better or worth considering... when svn and git never failed me...

Git does great with text files, but game development contains a lot of binary assets (textures, videos, 3d models) and correspondingly huge repos. git-lfs tries to patch around that, but that makes a complex tool that creatives struggle to understand even more complex. Perforce is a pretty popular solution, and was used by Epic in the past

Is there no git trick to turn off version control on non-text files but still store them? How does Lore handle them better?

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

#153
As someone who has thought a lot about VCS design [1] [2], the chunking approach is the wrong one and will still waste space.

[1]: https://gavinhoward.com/uploads/designs/yore.md

[2]: My WIP VCS has been named Yore for at least two years; I did not copy Lore's name.

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

#154

Earlier quoted context omitted.

All Data is Lore. I mean lore is a superset of data. I mean data is lore with a special attribute. I'm not just picking nits here. And this is not cynicism. so there you go.

I'm not the parent, but I suppose it was a joke reference to Star Trek where Data (an android character) discovers he has a brother named Lore [0]. [0] https://en.wikipedia.org/wiki/List_of_minor_Star_Trek:_The_N...

What is this, the sequel to the evil Spock with a beard?

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

#155

Earlier quoted context omitted.

Thanks. I still think it's a bit weird to say "fully" open source while your flagship client is currently closed. I realize they're referring to the VCS itself, but—well, if they just dropped the "fully" for the time being, I wouldn't bat an eye.

It’s pretty obvious the entire surrounding text of this project (and presumably the code itself) is vibed. A lot of that is probably aspirational.

I was excited about this project, but you convinced me to look into it and yeah, I'm seeing emdashes and overly verbose/elaborate commit messages :(

What a shame

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

#156
post #83

Earlier quoted context omitted.

I'm not the parent, but I suppose it was a joke reference to Star Trek where Data (an android character) discovers he has a brother named Lore [0]. [0] https://en.wikipedia.org/wiki/List_of_minor_Star_Trek:_The_N...

an evil brother

No, just different. It's not like he had a goatee.

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

#157

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.

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 artifacto…

This tool is not for pure source code. It's for videogames. Videogame-specific VCS have been lacking much more than Git has, since the start. As others have said, the biggest problem is undiffable binary files.

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

#158

Earlier quoted context omitted.

I respect his work, but I had to unfollow him on Twitter because he was so condescending to everything and everyone except his loyal fan base. He’s in a category of influencers who post constantly about gripes and grievances and smug superiority. Some people like that content but I can’t stand it. I really like hearing about indie development and small teams, but you don’t have to present everything as condescending…

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.

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

#159

As someone who has thought a lot about VCS design [1] [2], the chunking approach is the wrong one and will still waste space. [1]: https://gavinhoward.com/uploads/designs/yore.md [2]: My WIP VCS has been named Yore for at least two years; I did not copy Lore's name.

This is a very long document that says nothing about chunking at first skim. If chunking is actually wrong, then just explain why, here. Wasting space is not actually a problem if it’s optimized for other purposes instead.

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

#160

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…

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?

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