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by pronlover723
1263 days ago
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I'd argue you're using the wrong tool for the job. Git isn't designed for art assets in games, it's design for text based source code. Everything else is an afterthought. Games, especially AAA games, have 10s or 100s of terabytes of source assets. Git was never designed to handle this. git-lfs is a hack to try to help here but it's bolting on a workaround for a system that was never designed for managing art assets. It's also not designed to handle the fact that generally art assets are not mergable and so it doesn't handle coordination of editing assets (making sure 2 artists don't edit the same asset at the same time) No amount of UX is going to fix that git is the wrong tool for managing art assets. update: Googling for gamedev asset management this came up https://www.perforce.com/products/helix-dam I have no idea if it's good or bad but hopefully it shows some ideas for how git is the wrong tool for art asset management |
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Firstly, I’d already mentioned perforce.
But secondly , and this is my fault for not going into detail, I never said it was a game. There’s tons of software engineering categories with 3D art that are software heavy , so git wins out due to the ratio of engineers to artists.
Third, git with lfs configured from the get go isn’t that much worse than perforce with the exception of shallow and partial checkouts still being a pain. Otherwise perforce brings its own pains and UX hurdles. Streams and reviews for example are really rough to work with compared to git.
Lastly there’s just so much infrastructure around git. From hosting to CI/CD. Having multiple VCS is painful