Most studios will try to avoid locking themselves into another expensive, annoying VCS that they have no control over. There's good attempts at FOSS p4 replacements now, you need to do better if you want to stand out.
Most studios will try to avoid locking themselves into another expensive, annoying VCS that they have no control over. There's good attempts at FOSS p4 replacements now, you need to do better if you want to stand out.
There are? Like what?
As a developer, doing things like "I only want this subtree of the stream" is hard. Virtual streams exist, but they have a (non-negligible) overhead on the server. It has some quirks due to it being 30 years old which make it... interesting, to work with sometimes.
They are wildly, wildly expensive though.
I am not a defender of P4, but for some reason I'm defending them in this thread. It's free for < 5 people [0] if you want a side-project indie game.
[0] https://www.perforce.com/products/helix-core/free-version-co...
If anyone is interested in my resuming them, let me know at contact at weedonandscott dot com
[0] https://www.reddit.com/r/vfx/comments/11s08ne/your_opinion_o...
[1] https://www.reddit.com/r/gamedev/comments/11s5haf/what_do_yo...
> Git does have problems, we’ve had processes fall over on projects, many times actually, but it’s always solvable.
Every team that I've worked on would replace that tool with someonthing more stable if it existed. It does for version control, and it's perfoce, which comes with a hefty license fee, and a _different_ set of problems.
The selling point of Pipetrack is the commutativity, but to echo the comments in those threads, I've never found myself wanting commutavity. In games I want a mainline branch, support for large assets, granular access controls, performant, shared global system, and a method to cleanly differentiate between wip changes and ready changes in a way that works with non-technical users, and won't be the highest individual line item per-user subscription we pay for. Unless the selling point of your tool fixes one or many of those problems, it's not going to help in games.
Honestly, I think we'd be better off on SVN than git most of the time, but the _tooling_ around git is far superior.
Are they being deceptive? I'm not sure I see it.