![]() OP: Honestly I think it would be simpler just have your build system take two repositories into account and keep your binaries in SVN (or perforce if you can afford it). You can have artists try and build the game from source each time there's a change, but if you do you're burning money while an artist wastes his time doing something he doesn't want or need to do. This is the inverse version of what the programmer does when he commits code, it gets built into an executable, it gets checked out on the artists machine, and the artist can run his art in the game. Unlike most coding projects, game projects require programmer-artist workflows where the artist can submit native "source binaries" (say a Maya file) into a versioning system (in case someone changes their mind about art), the source file gets compiled into an optimized version that runs well on the engine, and can pulled easily for the programmer to build and run the game. compressed 3D models and textures, animations, sounds, and movies - for his game, not libraries. You might make a media resource repository as complement to the main code repoĪnd kick out all binary programs/libraries from your repo Perhaps you're not the best person to be answering then? So I would keep it in mind and maybe wait for the final new version, using scripts or doing things manually in the file manager. ![]() To be honest, I don't know how version control for media works. That's a terrible solution to your problem. My backup plan is to have a svn repository hosted on a local server that co-exists with the git repository, but if I could use one VCS, that would be amazing. This needs to not be a pain for people working with art files. Lastly, are there any good tutorials you can point toward for git annex set up with a centralized server? I've read a bit of the documentation but I still feel a little bit in the dark when it comes to the set up or implementation of the service. I have a github set up that has a 1gig limit that works very well for code, but would it be possible to set up GitAnnex so that it works with the local server when it comes to large binary files? Do you think that github would need to be dropped in order to use git annex? Can I, at the very least, use github's GUI with git annex once I set up the various settings? Is it safe to use? Is the service stable enough to guarantee that it won't corrupt files or, at the very least, prevent the loss of large amounts of data? Specifically, I'm concerned with the state of its windows compilation. One of these solutions was git annex, which seems promising but I have a few concerns. I've been pointed to a lot of different solutions. I'm working on a game project, it requires a lot of large binary files. Title is basically self explanatory, but here's some more context.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |