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Comment by flohofwoe

1 day ago

The thing is, in a game project, easily 99% of all version controlled data is in large binary files, and text files are by far the minority (at least by size). Yet still people try to use git for version control in game projects just because it is the popular option elsewhere and git is all they know.

> text files are by far the minority (at least by size)

Well yeah because text files are small. Thinking text files are insignificant to games because they are small is a really dumb perspective.

> Yet still people try to use git for version control in game projects just because it is the popular option elsewhere and git is all they know.

Or perhaps it's because it works really well for text files, which are a significant part of most games, and because the tooling is much better than for other VCS's.

  • > Thinking text files are insignificant to games because they are small is a really dumb perspective.

    Fact is that code is only one aspect of a game project, and arguably not the most important. Forcing a programmer-centric workflow on artists and designers is an even dumber perspective ;)

    > and because the tooling is much better than for other VCS's

    ...only for text files. For assets like images, 3d models or audio data it's pretty much a wasteland.

    • Sure, which is why many studios don't use Git. I was just saying that your argument that code is unimportant because they are text files is super dumb.

Not because it's popular, but because all the tooling (CI/CD) around git is the best.

In games a lot of the tooling assumes P4 so it's often a better choice, on the whole, but if git and LFS was as widely supported in art tooling it would be the clear choice.