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by thewebcount
1102 days ago
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My suggestion would be to not learn git. Go with just about any other version control system if you’re not using it professionally. I’ve used cvs, Subversion (svn), Perforce (p4), and others. Honestly, Subversion and Perforce were both significantly easier to setup, learn, and use than git. While they all have their growing pains, it took me about a week to get used to Perforce. It took me more like a month or two to get used to svn. I’ve been using git for years and still find it very hard to use and strongly dislike interacting with it. |
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But unless you have to work with other people in places like github, etc, it beats having to bother with git - especially for games that have a ton of binary files (which, unlike what some people will tell you, you want to have both version controlled and in the same repository).
Hell, if you really want a DVCS go with something like Fossil, it is still much easier than git, simpler to setup (just a single binary) and has more features (wiki, bug tracker, forum, etc) that you will find useful anyway.
Though personally the best experience i had with VCS is with Perforce, at least in gamedev: check out the latest version, merge any local changes, make modifications in a changelist, shelve the changelist in case i want to stop working on something and work on something else, use the shelve to send a WiP version to a coworker to merge with his changes (or see if things work as expected) or for code review, etc.
Sadly Perforce seems to be bound in a company that tries to sqeeze it for all its worth, adding a bunch of stuff of questionable usefulness, etc. It'd be nice if there was an open source alternative to it that allowed for the same or very similar workflows, all the issues i had with P4 over the years (e.g. merges between streams) were due to how P4 seems to be implemented, not due to anything inherent in the workflows themselves. There is no reason for an alternative to copy all the bugs.