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by Keverw 2287 days ago
Surprised this new idea doesn’t support object storage. Sounds like Git LFS would still be the right way to go for repos with assets for games like meshes, sounds, etc.

However I’ve heard many studios use Perforce instead. However not being open source is a downside to some, but I don’t really know too much about it personally.

Then if working with a lot of non code files, sounds like some solutions have locking. I guess not two people could edit the same Blender or PSD file at the same time and then merge them later on.

Kinda wouldn’t surprise me if some companies actually run multiple versioning control systems. Code on one system, game assets on another.

1 comments

I think in terms of game production, software licensing usually isn’t the largest cost center for a project. Proprietary software isn’t a concern as much, given that games traditionally are “shipped” and then completed. (Note that this changes as games that are more online service-based with live operations, rather than a specific release date and a “final” copy sent for production; the internet has changed things a lot)

You’re more right than you think about multiple versioning systems, although keeping synchronized becomes an issue. Perforce is a bit of a boon for management, as they get a GUI for versioning across a multidisciplinary team.