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Git does have support for "shallow" clones, that don't pull down the full history but only the recent history.



shallow clones the only issue for games. Another problem is, unlike code, art assets usually can't be merged. You can't merge 2 photoshop texture files or 2 edits to a 3d character made in Maya.

So, you need some central system to manage the assets so that people know "hey, don't edit this file right now because so-and-so is editing it".

Ideally you'd like to know this BEFORE you start editing. In other words, you don't want to spent 15-60 minutes editing something and only on saving or trying to check in get told "hey, sorry but someone else was editing this file so you'll have to discard your changes and start over". Some editors are better at this than others.

You could try to write something on outside of git to help with this but why when P4 already provides this?


> You could try to write something on outside of git to help with this but why when P4 already provides this?

Maybe because P4 is kind of a PITA? I used it for 10 months on a project (without any noticeable art assets, even; this was just code) and it regularly caused problems. The company had someone whose sole job was to administrate P4, and it was sorely needed.

Of course, it's been many years, and I no longer remember details about the precise problems encountered, just the overall frustration. Although the one thing I do remember is the aggravation caused when a coworker accidentally locked a file they weren't editing and then left for the day.


Even better would be collaborative real-time editing.




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