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by vvanders
2286 days ago
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What happens if you're not around to drive the process? What about if you don't have the organizational backing to drive the process? What if a team goes AWOL or isn't bought in to your process? I've seen variants of all those happen in production in one form or another. 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. |
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Lack of organizational backup, do you mean cultural from the studio or infrastructure? Both are a problem no matter what solution you pick.
If a team goes AWOL, that's on them. The tooling usually allows for some amount of arbitrary workflow but they can't go completely off the rails. But that's true of p4 too. So I think that scenario would have to be more specific.
And yes people make mistakes, and you need tooling to guide them. Locking is a tool, but it's not the only tool. I feel very much that many workflows use it to hide deeper issues. That's not to say it's not valid, it is, but it's not a panacea either.
Unreal heavily favors perforce and SVN because that's what it was designed around. There's no absolute reason it could not work with other versioning systems and their paradigms if it came to being necessary.
Unity on the other hand is quite happy to work with any version control system, and works quite well with git or perforce.
You again seem to be trying to approach this from the angle of only the system you're familiar with working. But maybe try stepping outside the box and seeing if your workflow isn't a byproduct of your tools.
After all, you were asking git users to look at perforce as the solution. I don't think it's fair to then go ahead and assume that p4 is the only workable solution.