Timeline for Version control for game development - issues and solutions?
Current License: CC BY-SA 2.5
5 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 22, 2011 at 11:43 | comment | added | Suboptimus | Not sure how constructive this is since it's not first-hand experience, but I have worked on a couple projects that had been using AlienBrain before I worked on the project, and weren't using it anymore, and nobody had nice things to say about it. My memory of reading about it and catching word of mouth is that it burst on the scene, sounded really cool and some people who could afford it tried it and eventually realized it was a mistake. | |
| Sep 27, 2010 at 9:14 | comment | added | tenpn | The only useful thing about AlienBrain is the preview window that works with Max files. Everything else is utter rubbish. | |
| Sep 10, 2010 at 22:12 | comment | added | dash-tom-bang | My experience with AlienBrain is that the authors do not get game development. It is not a robust source control solution. Some of the features are nice for some of the team, but some of the coolest advertised features aren't implemented in such a way as to be useful (e.g. the staging interface, where someone can check in their assets "for review." Unfortunately there's no way to know what is for review and what isn't, and when you sync you get it anyway). Plus it caches nothing, so a sync requires testing every single file. This is slow with many gigs of assets. :) | |
| Aug 27, 2010 at 19:20 | comment | added | jacmoe | YES! Finally one who get it: assets and code needs different tools! +1 | |
| Aug 27, 2010 at 18:25 | history | answered | Cyclops | CC BY-SA 2.5 |