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…
Lore – Open source version control system designed for scalability
341–350 of 717 posts
Re: Lore – Open source version control system designed for scalability
#342For 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…
How well does Mercurial work in this situation (or even Subversion, given that Perforce is non-distributed like SVN)?
Re: Lore – Open source version control system designed for scalability
#343Earlier quoted context omitted.
I think we can all agree that information should be behind a -v CLA. It's probably just something no one has thought of doing. I've learned over the decades to just ignore it.
> It's probably just something no one has thought of doing. One might reasonably think that about a number of git's rough edges, and one might be surprised at the reality. Some years ago, the annoyance of git's inconsistent terminology drove me to look into consolidating "cache", "index", and "staging area" in git's help text and documentation. What I found was that others had (of course) thought of it before, but wh…
Re: Lore – Open source version control system designed for scalability
#344For 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…
Git has no built in authentication or RBAC. Thats not what its for. Its flat file source control.
I swear loads of people havent a clue how git works or why it exists...most of the git based cloud services out there are 90% additional crap bolted on.
Re: Lore – Open source version control system designed for scalability
#345Interesting 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.
It is not a DVCS. > 3.2 Explicit non-goals¶ > Peer-to-peer decentralization. Lore is centralized by design. Two clients communicate through the remote, not directly.
Re: Lore – Open source version control system designed for scalability
#346Re: Lore – Open source version control system designed for scalability
#347Earlier 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…
That always seemed crazy to me about git. Permissions are a pretty basic enterprise offering. Does Gitlab do better with this?
Re: Lore – Open source version control system designed for scalability
#348For 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
#349Earlier 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…
My teaspoons are terrible at peeling potatoes. Git has no built in authentication or RBAC. Thats not what its for. Its flat file source control. I swear loads of people havent a clue how git works or why it exists...most of the git based cloud services out there are 90% additional crap bolted on.
Re: Lore – Open source version control system designed for scalability
#350Interesting 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; vers…