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Lore – Open source version control system designed for scalability

lore.org

251–260 of 717 posts

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

#251

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…

Has nothing to do with Perforce being the Oracle of VCS because it’s baked into the big 3? Riiiight.

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

#252

Earlier quoted context omitted.

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…

Sounds like a bit of a dick...

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

#254
We had to use Perforce (Helix Core Cloud) at my last game studio, and it is the de facto industry standard that most of your creative staff is already familiar with. The programmers don't love it, but they don't rule the roost in games. It's also the safe, verified default for working with Unreal Engine 5.

It does show its years though. We were one of the first users of the Perforce cloud offering, as we were small and didn't want to self-host ourselves, but it was a bit of a rickety experience. You had to register an Azure account in order to be able to access the service, and you had to ask support to modify things like triggers. Coming from the world of GitHub and other SaaS products, you could tell it was an attempt to retrofit an older model into a new skin.

The Git LFS path has some unofficial support as well, but you are on your own when things go poorly. Epic doesn't provide much help there.

Competition in this space is welcome, especially if they're planning to make it fully officially supported by the Engine.

I wrote about why merging files isn't as common in the world of game dev for folks coming from the world of text: https://www.kuril.in/blog/why-game-devs-dont-merge-files/

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

#255
post #103

Earlier quoted context omitted.

With respect, were you around to use any of its predecessors?

I was. I thought, and still think, that svn was much more pleasant to use than git. Alas, I am in the minority.

We are legion ;)

SVN was actually quite decent for game development, definitely more robust and (non-technical-) user-friendly than git+lfs.

(and SVN isn't really compatible with the work-from-home era unfortunately, you really needed a big server on a gigabit LAN)

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

#256

Interesting to note that this does not seem like a DVCS in the traditional sense because it depends on coordinating with a central server where all repositories will be hosted. I can't tell if servers can pull/push from eachother.

So it's more like git in practice than git in principle, I guess.

I am not sure it is much of an issue to implement a centralised system to solve domain-specific problems that are caused by or are in the context of inevitable centralisation.

I can see a bunch of media companies liking this, maybe even small design shops. Quite a lot of CMS and change control work for media is not much more than asset management; version control is often a bit of an afterthought.

Web interfaces to this might end up interesting for non-profits and charities with significant media outreach.

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

#257

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?

It seems this wasn’t about the code itself, it was about Apple Pay not being announced yet. So only people under NDA would be allowed to even know what they are working on.

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

#258

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++

I think the things that make Rust safer than C++ make it look more like a functional programming language than C++. The main point is that there are some influential people at Epic (SPJ has often spoken favourably about Rust) who would favour it over C++.

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

#259
post #211

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…

The way I usually solve this is by using git submodules.

Oh man, I've been laughing at this for 37 minutes straight now.

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

#260

Earlier quoted context omitted.

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.

One of those ideas that sounds clever in theory but in reality doesn’t work very well

Also... it's kind of weird taking a decentralized system and recentralizing it.
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