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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

#41

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…

Jonathan Blow found it convenient to represent all assets in a large number of text files, to enable merging. For instance he'd have one text file per entity on a map. The game and editor could read either this or the compiled binary version.

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

#43

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 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.

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

#44

Hosted onn GitHub. Heh.

Lore itself is not an example of a program that meaningfully benefits from any of the key features of Lore.

Lore is meant for situations where your repository is going to contain gigabytes of binary files, such as art assets for games. Git is technically great at everything but that, and even the external solutions for that situation still kind of suck.

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

#45

Earlier quoted context omitted.

Git LFS has file locking, and no VCS can provide you with the tools for diffing binary assets. I don't see any meaningful difference between Perforce, Diversion or Lore and git + LFS + file locking. Unless there's a meaningful performance impact for large projects (I only work on small / medium projects), the capabilities are the same. However, I get excellent git support for code in any editor, as opposed to Diversi…

Git LFS for example does not support file chunking. So a single byte change on a large (100s of gigs) file means downloading the whole file again. Lore does chunking of binary files which means faster downloads and better de-dupping on the backend.

Permissions is another thing. Git permissions are done one a per repo basis.

https://epicgames.github.io/lore/explanation/system-design/#...

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

#46

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…

Jonathan Blow found it convenient to represent all assets in a large number of text files, to enable merging. For instance he'd have one text file per entity on a map. The game and editor could read either this or the compiled binary version.

Jonathan Blow works with extremely small team sizes relative to the big studios. When you only have a couple people working on a project you don’t need all of the same coordination features.

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

#47

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…

Jonathan Blow found it convenient to represent all assets in a large number of text files, to enable merging. For instance he'd have one text file per entity on a map. The game and editor could read either this or the compiled binary version.

How do you merge changes to a texture, mesh, audio file, etc?

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

#48

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…

Jonathan Blow found it convenient to represent all assets in a large number of text files, to enable merging. For instance he'd have one text file per entity on a map. The game and editor could read either this or the compiled binary version.

You really can't merge binary data, such as textures, meshes, audio, etc. It doesn't matter if you base64 encode the data and stuff it in a text file: it's a jumble of data (assuming this is the implication of what Blow did).

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

#49

Their docs seem entirely LLM written. It seems especially obvious in the FAQ. While I'm not against using LLMs for writing assistance, they've left a lot of the unnecessary language and typical stylistic choices in there, which erodes my trust in the project a bit. Perhaps it's a very good game-oriented version control system, but the lack of human attention on the docs makes me wonder how much they care

Yeah, I hope I'm wrong, but it feels a little bit like "planned project no longer has internal support, let's see if we can make it open-source to garner goodwill and recoup some of our investment." Which isn't the worst thing that can happen.

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

#50

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 LFS has file locking, and no VCS can provide you with the tools for diffing binary assets. I don't see any meaningful difference between Perforce, Diversion or Lore and git + LFS + file locking. Unless there's a meaningful performance impact for large projects (I only work on small / medium projects), the capabilities are the same. However, I get excellent git support for code in any editor, as opposed to Diversi…

don't think it supports branches

it's also tough when you have 1TB of data, over 1mm files and you might want to lock hundreds files in one go

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