1,860 karma · joined August 25, 2010
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> or you are using the wrong tool.
You were literally responding to a comment talking about how git isn't suitable for this problem, and seemed to be suggesting that ec2 and a build script should be sufficient...
Edit: on a second full read, it's really unclear actually what your point was in the first place, And perhaps you were in agreement with the original poster and me all along, and just being confrontational and hostile for no reason?
And sure, you can split it up between many different repositories, and call it modular But you're just adding complexity, and not really solving the core problem which is that a single version of an art assets can possibly be > 1G, and be a poor format to be stored delta-encoded, so each revision can possibly be nearly a full duplicate. (Yes, we can talk about the file formats being a poor fit for VCS, which is true, but GameDevs are just trying to make their product) And again, it's really important for game assets to be version controlled. And maybe Git isn't the best place for the assets to exist in version control, but we are in a thread about Diversion and not Git.
Now, don't get me wrong, I'm uncertain that Diversion will exist in a year when you check-back, But I can guarantee you that Perforce will, and if Unity doesn't continue it's trajectory of destroying everything it touches, Plastic should continue to exist also.
I don't even completely disagree, Diversion, P4, and Plastic appear to be a bad fit for code in comparison to git, and even in our studio we've taken a modular approach (gasp) and store our code in git, while using a better suited VCS for assets. But it doesn't change the fact that you are being very dismissive for something that you very clearly know nothing about, and clearly have far too much ego to even be interested in a legitimate dialog about.
> Yes! It can integrate with any CI tool via Git compatibility, or using the API. Talk to us for more details.
You really need to provide a comprehensive cli targeted to CI/Build. Git really is really going to be a bottleneck for games, and most teams aren't going to want to figure out the hassle of manually figuring out differential updates and multi-part downloads via REST
Secondly, I watched your video, and dug through the website, and saw no mention of what your Windows story is. As a gamedev I'm going to need some assurance that your Windows support is top-notch.
Looks interesting. My first thought, as a gamedev who has been in charge of selecting VCS at multiple studios.
1TB is not a lot, and I would really appreciate clear public pricing terms on data before committing to a VCS. Esp at the smaller indie scale.
I mean, it's not the clearest thing to read but labeling it horrible seems to be a judgement call that's unwarranted. And as software developers, we should create an environment that's less hostile to people who write things in ways we wouldn't.
And honestly, that set of list comprehensions has a bit of a lispy functional vibe, which could quite frankly be applauded in certain contexts.
... I'm not sure what you mean that you always use high-level language and packages... But it doesn't sound right.
The reason game developers use DX/VK/GL as opposed to cuda is entirely: A. You want access to non-nvidia customers B. You need access to more aspects of the hardware then is exposed to Cuda. Cuda provides a nice interface to Nvidia's compute. Almost no access to the entire rest of the fixed function pipeline.
I really like that it's easy to embed S7 into a single binary that's easy to build and distribute.
Sadly, I mostly built it for my own usage and havent documented it well.
Or do you just mean because of the crazy dependencies in a typical node project?
Let me explain, I feel iteration speed is of utmost importance. So C++'s mistake of mixing interface and implementation (data layout specifically) leads to massive include bloat, and ultimately contributes significantly to the compilation time problem in C++. In contrast, in C, functions are almost entirely decoupled from structure data layout, and implementation, this promoting much more svelte headers and reduced compilation time for many projects.
So, IMO, it would be important to seperate object interface, from the layout, or risk a major, if not the most major, advantage of using C over C++
Given the relationship between the two, and the context of the matter, I don't expect no-poach agreements to hold much weight here.
I don't know, even of strictly "enforceable" I doubt we will see it enforced. And if so. I'm sure the settlement will be fairly gentle.
Edit: Actually, a quick skim of the relevant code, the only relevant exception seems to be about owners selling their ownership interest. Seemingly, since Sam doesn't own OpenAI shares, this exception would seem to not apply.
https://leginfo.legislature.ca.gov/faces/codes_displaySectio....
It turns out you just have to pick one... This all depends on a source of truth, and when you are there it's easy to pick one, say based on whichever arrived at the network interface first.
Those are great, but nothing really compares to the original SpaceOrb360 controller form-factor for gaming IMO.