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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

#191

Earlier quoted context omitted.

They are so anti linux that they ship a linux version of Lore.

Well, that's easy for a Rust binary. But they don't put any effort into having a great UX for Linux devs with Unreal Engine, for example. It barely works on Linux and is almost impossible to run under Wayland.

They also buy studios and then kill Linux support when it was already working just fine.

From the horses mouth itself:

https://x.com/timsweeneyepic/status/964284402741149698?lang=...

He straight up makes fun of Linux because he hates Valve and GabeN.

https://x.com/TimSweeneyEpic/status/2054680825677910439?s=20

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

#193

I'd trust this project more if it was named Data.

"Lore" is appropriate. Epic games is a very unethical company that steals from people. Myself in paticular. I bought Rocket League the game for linux from Psyonix. Epic bought Psyonix and immediately removed the game clients for linux and mac os. I can no longer play. They stole from me and many others. It'd be one thing if they just shut down the game entirely, but stealing it from only some people while keeping it…

> They stole from me and many others.

It's more likely that they took advantage of some things in the license that you weren't aware of, since stealing would be illegal.

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

#195

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?

As others have said, it's Apple and they do not take kindly to other people leaking their technology/announcements ahead of time.

See also: the time that ATI's CEO told his employees that their chips would be powering Apple's to-be-announced hardware a few days before the announcement. Steve Jobs responded by pulling all of ATI's hardware from its demo units at the announcement, not mentioning ATI at all, cancelling a joint demonstration of the Radeon card that was going to be in the system, and never partnering with ATI again.

https://web.archive.org/web/20001216031800/https://www.zdnet...

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

#197

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.

15 years ago, both Google and Microsoft were on perforce. (The latter through a fork with a different name.)

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

#198

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.

That depends on you distributing working keys for any components you want to restrict access to, and managing those keys for all users, revoking them when access permissions change, etc. It's a lot more complex, more work, and harder to manage than centralized RBAC or similar.

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

#199

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…

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…

> That's not something that you can do in git: it's all or nothing.

That is partially incorrect; you can restrict writes via hooks but not reads; you'd need a workaround like submodules

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