I worry about all the good synergy I was getting from Unity stuff using Github as a default is going to dry up if there's a non-open, non-public VCS as the default. I love trawling Github for interesting Unity projects.
I worry about all the good synergy I was getting from Unity stuff using Github as a default is going to dry up if there's a non-open, non-public VCS as the default. I love trawling Github for interesting Unity projects.
Perforce and systems like it are the competition here (pay attention to how many games announce changelists in their logs), and AAA studios are quite comfortable with what they have.
If your problem with Unity is how it does source control it speaks more to your unfamiliarity with industry practice than it does a deficiency in Unity. They added Git ability because enough people complained about it, but as this thread points out, it took gymnastics to implement because it’s simply not how that market operates — web folks operate on a pile of text files and games don’t look anything like that. I’m not just talking about graphics, either. The AAA I’m working on has about 75 KB of code and 46 GB of binaries and a few hundred actively committing, so Git is very comfortably a nonstarter.
Do you really mean 75KB of code or is that exaggeration for effect? That comes out to, I don't know, about 2,000 lines of code? I assume you're not including engine code in here, but still - 2k just seems orders of magnitude off from what I would expect a AAA game to have. Is most of the logic not implemented using code, but rather some other method?
I would be willing to consider Perforce, but it seems very expensive.
What is the industry standard means of open sourcing a Perforce repository?
That's an odd way of putting it when I was stating "I've always found tons of great Unity stuff on Github - and I'm worried that might change".
The rest of your answer makes sense in itself - it just seemed to be responding to somebody else.
I basically learnt by downloading Unity stuff off Github and playing with it and I follow a lot of great accounts which I check regularly.
I was responding to you. The game industry is fundamentally different from other industries, and approaching it with questions like “why not Git?” or “why no type safety?” or “what about GPL?” marks you as not really understanding the industry, its product, or its motivations. I realize there’s a huge clutch of cash and free time that lets the average Web dev schedule meetings about and argue type safety and microservices and so on among their peers, but game development is an industry driven by a whip and is closer to Hollywood than San Jose. We look to indie to innovate and put in our 80 wishing we had the time.
Sorry - I'm trying to remember the contexts that I've said stuff like that in. You must have delved quite far back in my post history. Posting them as if they are direct quotes without context is a little unfair.
(Plus - I've got no interest in joining the mainstream games industry)