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Lore – Open source version control system designed for scalability

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451–460 of 717 posts

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

#451
post #126

Earlier quoted context omitted.

Git submodules aren’t convenient either. For the silo and corporate development use case, just use multiple repositories and make your build tool aware of multiple repositories. It is slightly less painful than submodules.

I feel like submodules could be a lot easier to work with if the git command made it easy to update all submodules in one go based on branch head for the submodule.

That and a way to recursively commit/push (i.e. make a change within a submodule, commit in one step with the same message in the parent submodule).

Right now, if you want to push a change to a file in a submodule such that it propagates to the users of your repo, you have to:

1. Change the file

2. Commit within the submodule

3. Push the submodule

4. add the submodule change in the outer repo

5. commit in the outer repo

6. push the outer repo

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

#452

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…

I totally agree. I worked with Unity for a small indie game and it was sooo hard to use git with my team and merge things like game scenes etc.

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

#453

Earlier quoted context omitted.

I think everyone knows that this is a consequence of git's design. Nobody's disputing that. Unfortunately there are many people who think git is a panacea and is suitable for all version control tasks of anything.

And a few of them think that it is corporate structure and development models that are actually the problem. I'm just asking questions!

I don't understand what you're trying to imply.

If you're making the point that there are multiple confounding factors to just about any non-trivial problem, then I agree.

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

#454

Earlier quoted context omitted.

It's hardly the same thing at this point. For instance you could say Nginx is API-compatible with Apache, and yes that is correct (Maybe? Let's not split hairs here). But to go as far as saying Apache is state of the art and link to Apache's homepage (like throw2ih020 did) is just like.... no. I think you think I'm trying to correct/one-up reactordev. I'm not. I agree with him. He's pointing out throw2ih020 is being…

Is Google a big 3 media/entertainment studio? While I agree with you, not at Google anymore, I do not consider them the top 3 engine providers that I am referring to in my post. No no, Unreal/Unity/Red/EA/SC it’s all perforce.

Ahhhh. Okay. I didn't realize you meant game studios. Wasn't familiar with that "big 3" term until now. Thanks for clearing that up.

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

#455

Earlier quoted context omitted.

One thing I don't like about Git LFS is that there is no way to delete very old history. It's the 'git spirit' to not allow deleting history, but in the context of LFS it sounds horrible. Especially if you use Github. If there is an asset that is updated very frequently in the early stage of development, you'll be charged for all the storage for the rest of the repo's life. That happens a lot in gamedev: most assets…

Git LFS is unusually bad. I think the maintainers are trying their best but it is one of those things where there are so many bugs and so many users that they will claim they are overwhelmed with LLM authored PRs instead of conceding that they own a very valuable piece of real estate (being installed alongside git by default) and totally mismanaging it.

LFS is not installed by default alongside git, it's a separate package in most systems

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

#456

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…

[flagged]

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

#457

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…

Banks absolutely love security by obscurity. No clue why.

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

#459
post #126

Earlier quoted context omitted.

Git submodules aren’t convenient either. For the silo and corporate development use case, just use multiple repositories and make your build tool aware of multiple repositories. It is slightly less painful than submodules.

I feel like submodules could be a lot easier to work with if the git command made it easy to update all submodules in one go based on branch head for the submodule.

git submodule update —recursive —remote is that, isn’t? Perhaps throws also an —init if it’s the first time.

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

#460

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…

I wonder how useful this could be as a generalized version control for regular user systems, as a way to rollback, or scrub through history. Presumably if this is designed to work at Epic and Big Game studio scale, it should work at home computer scale

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