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From: "J.H." <warthog9@eaglescrag.net>
To: Marat Radchenko <marat@slonopotamus.org>
Cc: git@vger.kernel.org
Subject: Re: One MMORPG git facts
Date: Thu, 25 Aug 2011 00:57:07 -0700	[thread overview]
Message-ID: <4E560053.1080005@eaglescrag.net> (raw)
In-Reply-To: <loom.20110825T081519-218@post.gmane.org>

On 08/24/2011 11:53 PM, Marat Radchenko wrote:
> Lawrence Brett <lcbrett <at> gmail.com> writes:
> 
>>
>> Hello,
>>
>> I am very interested in using git for game development.  I will be working
>> with a lot of binaries (textures, 3d assets, etc.) in addition to source
>> files.  I'd like to be able to version these files, but I understand that
>> big binaries aren't git's forte.
> 
> Define "big".
> 
> I have one MMORPG here under Git. 250k revisions, 500k files in working dir
> (7Gb), 200 commits daily, 250Gb Git repo, SVN upstream repo of ~1Tb.

Given the differences, I'm morbidly curious, which actually ends up
being the more usable version control system of a project of this scale?
 It sounds like (from what you've said) git is generally faster,
assuming it can get enough resources (which can obviously be hard at the
scales your talking).

- John 'Warthog9' Hawley

  reply	other threads:[~2011-08-25  7:57 UTC|newest]

Thread overview: 9+ messages / expand[flat|nested]  mbox.gz  Atom feed  top
2011-08-23 23:06 git for game development? Lawrence Brett
2011-08-23 23:32 ` Junio C Hamano
2011-08-24  1:24 ` Jeff King
2011-08-24 17:17   ` Junio C Hamano
2011-08-24 18:26     ` Jeff King
2011-08-27 15:32     ` Michael Witten
2011-08-25  6:53 ` One MMORPG git facts Marat Radchenko
2011-08-25  7:57   ` J.H. [this message]
2011-08-25 16:02     ` Marat Radchenko

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