git/list[1] front-page[2] threads[3] people[4] search[5] about
 

Re: One MMORPG git facts

From
J.H. <warthog9@eaglescrag.net>
Date
Aug 25, 2011, 07:57 UTC
Message-ID
<4E560053.1080005@eaglescrag.net>
In-Reply-To
<loom.20110825T081519-218@post.gmane.org>
On 08/24/2011 11:53 PM, Marat Radchenko wrote:
Show 14 quoted lines
> Lawrence Brett <lcbrett <at> gmail.com> writes:
> 
>>
>> Hello,
>>
>> I am very interested in using git for game development.  I will be working
>> with a lot of binaries (textures, 3d assets, etc.) in addition to source
>> files.  I'd like to be able to version these files, but I understand that
>> big binaries aren't git's forte.
> 
> Define "big".
> 
> I have one MMORPG here under Git. 250k revisions, 500k files in working dir
> (7Gb), 200 commits daily, 250Gb Git repo, SVN upstream repo of ~1Tb.
Given the differences, I'm morbidly curious, which actually ends up
being the more usable version control system of a project of this scale?
 It sounds like (from what you've said) git is generally faster,
assuming it can get enough resources (which can obviously be hard at the
scales your talking).
- John 'Warthog9' Hawley
Previous: Marat RadchenkoNext: Marat Radchenko
Message 8 of 9 in “git for game development?”
  1. Lawrence BrettAug 23, 2011
  2. Junio C HamanoAug 23, 2011
  3. Jeff KingAug 24, 2011
  4. Junio C HamanoAug 24, 2011
  5. Jeff KingAug 24, 2011
  6. Michael WittenAug 27, 2011
  7. One MMORPG git factsMarat Radchenko, Aug 25, 2011
  8. J.H.Aug 25, 2011
  9. Marat RadchenkoAug 25, 2011

Read the whole thread, see it on lore, or plain text.

$ cat FOOTERMessages come from the public archive at lore.kernel.org/git, fetched every hour. The front page is chosen and written each morning by an AI editor and can be wrong; the threads themselves are the record. About and API. For agents: an MCP server at https://gitlist.dev/mcp, and any thread, story or person page as Markdown by adding .md to its URL (or sending Accept: text/markdown). Details in /llms.txt.