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by dijit 4 days ago
Yes, then it breaks because you gave your artist an SSH link to clone and LFS requires a HTTPS auth token and exits with terse errors.

Or, you need to lock your files and git doesn't really support that.

To be fair, your hypothetical is true: UE5 supports Git as a backend, you don't need to run git commands (most of the time), but in practice even in the best circumstances: Git for game dev is brittle, slow, and extremely space inefficient.

Worse still: people try pushing their "short lived branches" workflow when using Git, which is *not* how gamedev works, especially for artists. Longer lived changesets are more common. (in Perforce these are called Shelves).

2 comments

> Git for game dev is brittle,

You're basically reinforcing my point which was that the artist argument is a straw man, and companies that need artists to interact with version control will most likely use something else than git.

What do you mean about the short lived branches? Long lived branches work just as well in git as anywhere else (and it's easy to keep them mergeable by keep master merged into your branch).