> approaching it with questions like “why not Git?” or “why no type safety?” or “what about GPL?” marks you as not really understanding the industry,
Sorry - I'm trying to remember the contexts that I've said stuff like that in. You must have delved quite far back in my post history. Posting them as if they are direct quotes without context is a little unfair.
(Plus - I've got no interest in joining the mainstream games industry)
I'm simply interested in continuing to find useful and inspring stuff on Github or some similar open, shared resource. I can see how it might be less than ideal for large projects and the purchase of Plastic SCM might be a great benefit to studio workflows - but I hope all the strange, quirky, experimental stuff on Github that's a real boon to learning doesn't disappear in it's wake
I was responding to you. The game industry is fundamentally different from other industries, and approaching it with questions like “why not Git?” or “why no type safety?” or “what about GPL?” marks you as not really understanding the industry, its product, or its motivations. I realize there’s a huge clutch of cash and free time that lets the average Web dev schedule meetings about and argue type safety and microservices and so on among their peers, but game development is an industry driven by a whip and is closer to Hollywood than San Jose. We look to indie to innovate and put in our 80 wishing we had the time.