News for hackers. Stuff that matters.
Re:Unreal Engine 4.26 by muststopmyths on Thursday December 03, 2020 @12:55PM (#25292036)
I have no experience with Plastic SCM, but I will point out a couple of things you should research before settling on a non-Perforce SCM.

1. Huge files - a distributed VCS will not handle versioning them in a space-efficient manner without hacks like LFS. Plastic SCM says they handle huge files, but you want to investigate this closely.

2. Locking files - Game assets will usually be binary and non-mergeable so you need to be able to lock them so that only one person is able to edit at a time. PlasticSCM seems to have this handled according to their website.

3. Disk space - Watch the pricing for disk space. 5GB is nowhere near sufficient for a game of reasonable size. Seems reasonable at $20/month up to 100GB, but make sure you understand what you'll get. They allow for a local server, which might be useful for a company (or if you don't mind setting up your own servers).

If you're a solo or small-team indie, you can probably get by using anything. git, plastic, svn or perforce. perforce even has a cloud hosting solution.

There is a reason Perforce is widespread in the gaming industry and it's not because we're a bunch of mouth-breathing morons stuck in 2005.

Re:Unreal Engine 4.26 by vvanders on Thursday December 03, 2020 @01:10PM (#25292261)
As ex-game dev this is all right on the mark. Back when I was in gamedev the "code" checkout was ~160gb. The "art" checkout was ~500gb and the raw repo size was on the order of 3-4TB.

Last I kicked the tires proper on most SCM solutions Perforce was the only one that could handle repos like that and provide locking so that people won't blow away binary files.