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Git annex codecommit
Git annex codecommit















Even just adding flash files for scaleform to git got unwieldly due to binary commit size. As our assets were more or less fixed to the PS3, they were not versioned, we kept careful track of which changelist they came from on their Perforce server. This kind of thing I believe is utterly impossible in Perforce without 100x the effort. We rarely had issues related to the actual code.

#Git annex codecommit code#

We would go back in time to that moment, integrate the PS3 code drop and merge forward across 1000 commits for the PS Vita. We basically would Mark the start of PS3 code base. Getting code drops from the company making the PS3 engine and integrating with minimal conflicts was incredible. We did a PS3 -> PSVita game and ported the entire engine. Often you have to build some set of tools around automatic checkout for building data, but yea, Perforce.Įdit: On a side note, git is basically unbeatable for integration. You won't find any big companies using anything else due to its natural ability to handle large binaries. Thank you for taking the time to read this, and have a wonderful day! Perhaps it is also possible to gitignore the Models and Textures folder from the code repo and have it be a requirement to sync all those large assets from someplace other than git? Ideally I'd like to have a place to put all art assets into a Git-based workflow for the actual Unity project. In the notebook menu, choose the + icon to add a new cell. 135 - amazonka-codecommit 1.6.1 136 - amazonka-codedeploy 1.6.1 137. The following example demonstrates the use of the Git CLI: 1. So my question to you guys, what do you guys use? Working with the CodeCommit repository on SageMaker Studio (using the Git CLI) You can also work with the Git command line interface (CLI) on Studio. Things that we must have from the service:Ĭan handle many GBs of binary files / is scalableĬlear separation between code and art assets Perforce (not really many tools around it) We've come to the conclusion that we need to get this sorted out before it gets out of hand. We're already seeing problems with Git and its versioning of large binary files. Now that we've begun texturing things in very high details (2k and 4k), the assets are exploding in size and they have quadrupled in size overnight. The art repo (~500 MB) - all source files for models and textures etc. The actual project repo (~100 MB) - has all the source code and a bunch of models and finalized textures. So the problem just came up recently, we set up two git repos running on our server on GitSwarm (similar to GitLab). In the end we went with AWS CodeCommit for hosting Git repositories and Phabricator for project management/web UI. EDIT: Thank you everyone for the suggestions.















Git annex codecommit