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Does this mean gamedevs might start droping Perforce for this? If its not too expensive maybe?



This is certainly the issue that is preventing game devs from adopting Git.

On the other hand game devs at this point are very used to Perforce, and it looks like Perforce is interested in solving this problem from the other side, by adding Git features to Perforce Helix and making it distributed.


Helix Versioning Engine is a native DVCS. This is in addition to a Git management solution that is part of the solution. Choice of workflow, combined with efficiency in large file, large repo handling -- definitely interested in solving the problem right, instead of using band-aid.


Most developers I know dropped Perforce for git and svn a long time ago. Configure them with the appropriate ignores and it works fine.


This hasn't been my experience working in AAA console games, although I could definitely see it being the case in mobile. What developers do you know?


Agreed, a lot of developers still use Perforce in my experience (my own indie studio included). I don't think this will make anything better for game developers generally. The big stumbling blocks are: Git is not artist/non-programmer friendly; and an inability to lock a file when editing (specifically binary files or files that are difficult to merge, e.g. complex level files like Unity's).


Mobile and mid-tier console developers. Not AAA, but with budgets firmly in the "you spent what, for that?" range.




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