Timeline for Version control for game development - issues and solutions?
Current License: CC BY-SA 3.0
24 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Apr 18, 2014 at 9:19 | comment | added | user44748 | So the only advantage of Perforce is working with the large files. In other criteria Git is better. Experience with Perforce is required if you want to get the job at Ubisoft. | |
| Nov 12, 2013 at 21:01 | comment | added | Almo♦ | For offline in Perforce, look at "Reconcile Offline Work..." | |
| Sep 5, 2012 at 4:06 | comment | added | Genesis2001 | Update to the first comment here, it's apparently free for 20 users now (Says their website). | |
| Dec 22, 2011 at 1:30 | comment | added | Suboptimus | I worked on a large game project that used Perforce and was completely bewildered that anyone would pay for it. The need to be in sync with the server is obnoxious, even on a LAN. I understand the "reconcile offline work" feature but in practice the workflow is so intrusive that when there are network hiccups you just don't work. If you don't use an IDE that has a P4 plugin, or you just want to edit a file here and there from the command line or another tool, you have to go back to the P4 client and do some bookkeeping. No other VCS puts up so many barriers to doing work. | |
| Dec 21, 2011 at 20:22 | history | edited | idbrii | CC BY-SA 3.0 | add bullets to increase readability |
| Sep 27, 2010 at 22:19 | comment | added | CodeSmile | Perforce is well worth the money - if you can spend it. I've worked with other version systems like Git and Subversion, and especially the latter feels like it carries the "Sub" in its name for a reason. | |
| Sep 27, 2010 at 9:12 | comment | added | tenpn | re offline work: p4v recently introduced "Reconcile offline work" which will scan for changes to files that have been edited but not checked out, or not added to the depot. Very handy. | |
| Sep 10, 2010 at 22:14 | comment | added | dash-tom-bang | If I had to choose one VCS for (large scale) game development, it would be Perforce. If I could choose multiple, I would add a DVCS for text assets (code, scripts, and other miscellaneous data files) but keep Perforce for binary assets. | |
| Aug 6, 2010 at 21:44 | comment | added | bluescrn | Perforce is awesome, if you can afford it. I've not used all of the version control systems out there, but in 10 years of commercial game development, and several version control systems, it's the best I've used by quite some margin. It handles large data files quickly and reliably, and if set up properly, performs well in a multi-site setup over relatively slow internet connections. The Visual Studio integration may not be perfect, but it's pretty solid. | |
| Aug 6, 2010 at 7:28 | history | edited | jrista | CC BY-SA 2.5 | Added description of real-world drawbacks of Perforce. |
| Jul 26, 2010 at 9:28 | history | edited | falstro | CC BY-SA 2.5 | added 267 characters in body; edited body |
| Jul 20, 2010 at 21:16 | comment | added | paulecoyote | From my experience point 5 from your answer is very true. It is extremely scalable. Errors are rare, support is speedy. Not certain on the cost, Yacine notes that it is free for the first two users. For smaller studios with smaller games it would be worth evaluating other options. Visual Studio integration is a little off out the box; but we are lucky enough to have a complete Perforce enthusiast at our studio write an excellent source provider for VS from scratch. | |
| Jul 18, 2010 at 23:33 | history | edited | Sam Harwell | CC BY-SA 2.5 | added 39 characters in body |
| Jul 17, 2010 at 12:12 | history | edited | xan | CC BY-SA 2.5 | added 249 characters in body |
| Jul 16, 2010 at 20:01 | comment | added | Yacine Salmi | Another advantage of Perforce is that it's free for the first two users, which is great for small hobby projects, or two evaluate its suitability for a larger project. | |
| Jul 16, 2010 at 7:28 | history | edited | slicedlime | CC BY-SA 2.5 | added a section on branching |
| Jul 15, 2010 at 18:05 | history | edited | Sam Harwell | CC BY-SA 2.5 | deleted 179 characters in body; added 14 characters in body |
| Jul 15, 2010 at 18:03 | history | edited | Jesse Dorsey | CC BY-SA 2.5 | I like formatting :p |
| Jul 15, 2010 at 18:00 | history | edited | Philip Tan | CC BY-SA 2.5 | Moved commercial info into bullet point 1. |
| Jul 15, 2010 at 17:55 | history | edited | Sam Harwell | CC BY-SA 2.5 | deleted 3 characters in body |
| Jul 15, 2010 at 17:55 | history | rollback | Sam Harwell | Rollback to Revision 2 | |
| Jul 15, 2010 at 17:54 | history | edited | Philip Tan | CC BY-SA 2.5 | Added info about Perforce's cost-per-user. |
| Jul 15, 2010 at 17:52 | history | edited | Sam Harwell | CC BY-SA 2.5 | added 41 characters in body; added 192 characters in body; added 15 characters in body |
| Jul 15, 2010 at 17:46 | history | answered | Sam Harwell | CC BY-SA 2.5 |