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Re:How Flash Games Shaped the Video Game Industry by astrobe_ on Sunday March 02, 2025 @04:04AM (#43228682)
Rather than a weird "cult of personality", the fact that Git demonstrated with Linux that it could handle a relatively large amount of source code and allow dozens (hundred?) of programmer to work on it "asynchronously" were key factors for adoption, I believe. If SVN was that good, as it was already well-established online (Github was not the first online VCS frontend, far from it), it should have remained the king of the hill. But it was decapitated instead.
Re:How Flash Games Shaped the Video Game Industry by pjmlp on Sunday March 02, 2025 @04:59AM (#43228945)
I am been using FOSS and commercial source management tooling since 1998, and the very fact that Linus only bothered with git due to BitKeeper changing their licence, proves that there was nothing special about it, other than personality and adoption wave.
Re:How Flash Games Shaped the Video Game Industry by troupo on Sunday March 02, 2025 @05:14AM (#43229018)
SVN is still king of the hill in game development unless I'm mistaken. Because git is quite bad at handling large/binary files.
Re:How Flash Games Shaped the Video Game Industry by connicpu on Sunday March 02, 2025 @05:24AM (#43229065)
Game development often uses commercial solutions like perforce that have central servers so you can lock out your binary files and everyone will know not to touch them at the same time as you.
Re:How Flash Games Shaped the Video Game Industry by dontlaugh on Sunday March 02, 2025 @06:15AM (#43229299)
I think I’ve seen SVN in a single studio in the past decade. It’s almost all Perforce, because of better performance and tooling and the Unreal integration.

And yes, locking unmergeable files is essential either way.

Re:How Flash Games Shaped the Video Game Industry by troupo on Sunday March 02, 2025 @07:50AM (#43229993)
Ah. I forgot about Perforce. I stand corrected