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by cweagans 2364 days ago
You're not really going to get away from large binary files in game development. They need to be version controlled somehow. Adding more layers of indirection for how that actually happens is just kicking merge vs file locking can down the road.
2 comments

Additionally, you have artists and level designers working on these files. These people tend to be semi-technical, and confronting them with the full details of git is usually met with a lot of resistance.

I know some smaller studios that use git to some extent, and they tend to struggle with it on occasion - again, primarily in the art & design departments, mainly with binary files. All the larger studios and some of the smaller ones seem to use perforce. Publisher-owned multinationals might have their own proprietary systems, I don’t have any insider information there.

In any case, people who aren’t familiar with the requirements of gamedev like to argue about this. It’s like proponents of forks arguing with someone trying to eat soup with a spoon.

> You're not really going to get away from large binary files in game development. They need to be version controlled somehow.

Yes, but if they really can't be split up into smaller components, then there's always the option of using a different repository and VCS specifically for binary assets. Yes, it's kicking the can down the road, but at least it's kicking that can away from the actual code.