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submitted 7 months ago by simple@lemm.ee to c/games@lemmy.world
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[-] Saganaki@lemmy.one 8 points 7 months ago

It’s not that simple. Let’s say you have 100 revisions of an asset and the change happens on revision 42. Multiple people work on the same assets. If the engine in question (I admittedly don’t know what they use) stores each asset on a per-file basis, it’s a little easier. If not and the environment itself is stored in a monolithic file, it’s far worse.

You’ll need to (at best) binary search for the asset. You pull latest, see the bad content is there, try again with revision 50. See it’s there, try again with 25. It’s not there, okay, 37. Etc etc.

Not only that, it’s very often not as simple as just pulling that revision. “Oh. The asset format changed slightly on revision 40?” Time to pull the entire codebase down. “Asset A is referenced by this asset and won’t work because it differs?” Time to sync the entire codebase & assets back.

Etc, etc.

this post was submitted on 05 Apr 2024
146 points (94.5% liked)

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