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…
That sucks, git is so absolutely horrible. It's crazy to me that nobody has made anything better yet. Although I could start that myself and yet have not.
Lore – Open source version control system designed for scalability
81–90 of 717 posts
Re: Lore – Open source version control system designed for scalability
#82Just 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…
Re: Lore – Open source version control system designed for scalability
#83Earlier quoted context omitted.
All Data is Lore. I mean lore is a superset of data. I mean data is lore with a special attribute. I'm not just picking nits here. And this is not cynicism. so there you go.
I'm not the parent, but I suppose it was a joke reference to Star Trek where Data (an android character) discovers he has a brother named Lore [0]. [0] https://en.wikipedia.org/wiki/List_of_minor_Star_Trek:_The_N...
Re: Lore – Open source version control system designed for scalability
#84Earlier quoted context omitted.
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
#85For 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 enthusiast would often tell you to do this separately with a submodule, and set permission on the version control forge software level (which means Gitea/Github private RBAC access to certain repos for cloning), sure, but that is also painful as hell.
But my point is that all of this is exactly by design from Linus Torvalds's need for Linux Kernel to replace BitKeeper. Git simply isn't the tool for everything, it was developed for a software project with liberalism in mind, but corporate stuff is monoculture and prefers proprietary, shut-in model, and the eat your own dog food mindset, and no wonder it is so painful to deal with.
Re: Lore – Open source version control system designed for scalability
#86For 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…
Also git-lfs is a crutch that breaks more often than it works :/
(I agree though that for small game projects, git is mostly 'good enough', even without lfs).
Re: Lore – Open source version control system designed for scalability
#87> Git’s content-addressed revision graph is excellent, but it treats binary files as second-class citizens—large files require bolted-on LFS rather than first-class chunked storage, sparse checkouts have sharp edges in offline use, and there is no native multi-tenant isolation. I'm trying to figure out what Lore can accomplish that git+LFS can't. I've read about big binaries chunking, native interface and permission,…
Re: Lore – Open source version control system designed for scalability
#88- Pachyderm (Go): https://github.com/pachyderm/pachyderm
- XetHub (acquired by HuggingFace): https://huggingface.co/blog/xethub-joins-hf
- LakeFS (Go): https://github.com/treeverse/lakeFS
- Oxen (Rust): https://github.com/Oxen-AI/Oxen
I guess with AI, anyone can vibe code a content-addressed, chunk-level deduped, versioning system in Rust these days...
But jokes aside, Lore seems really cool! What's interesting is the realization that different domains/industries have similar problems, but they don't seem to be cross-polinating. In this case AI and Gaming both need a storage system that can version control large binary files at scale. I think there's lots of opportunities to share ideas here, but perhaps the lack of idea sharing (currently) creates opportunity!
Re: Lore – Open source version control system designed for scalability
#89I’ve always wanted a git with five commands, and maybe with AST based diffing
The five command part isn't really possible but you can use custom diffs for merges, git diff, etc. pretty easily. There are projects like diffsitter ( https://github.com/afnanenayet/diffsitter ) for doing more intelligent diffs like this for supported languages. EDIT: and then an example for the merge stuff I couldn't find while typing before: https://mergiraf.org/ and HN discussion a few years ago: https://news.yco…
Re: Lore – Open source version control system designed for scalability
#90Earlier quoted context omitted.
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.
He and Casey Muratory make a lot of cool instructive content, but their condescending attitude towards the industry always made me thing "Huh, must be really nice working alone and making all the decisions yourself."
Huge teams are more often than not the sign of bloat and inefficiences.