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by dagmx
2286 days ago
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That's fair to agree to disagree but I also again think it's unfair to characterize my pipelines as not flexible enough. For context I developed the publishing pipelines for the majority of departments in the studio. I have several hundreds of assets being published through my pipelines on a daily basis, if not more, from a variety of departments. We only hit collisions on a very rare basis, and which were often resolved in an hour or two in the worst case. We've scaled this from very small teams to large ones, from very scrappy realtime productions to feature length offline rendered films. I don't doubt that locking helps. I just argue that maybe it's not as critical as people make it out to seem. |
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At the end of the day humans make mistakes, especially when involving communication. I'd rather have a physical system that prevents breaks instead of requiring cross-team/cross-discipline coordination.
Maybe gamedev is much more coupled than film(we regularly had design, animation, art and code touching the same common core packages). Look at Unreal or any other gamedev pipeline and you'll see a bias for locking source control solutions.