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Salman Abdollahi's List: Game Asset Version Control

  • Mercurial: The Definitive Guide

    Book by Bryan O'Sullivan

    • Subversion is a good choice for working  with frequently edited binary files, due to its centralised  nature and support for file locking.
    • Mercurial is bundled with an extension named convert, which can incrementally  import revision history from several other revision control  tools.

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    • Which files to manage, and which to avoid
    • centralized systems often  provide a file locking mechanism that allow a user to say  “I am the only person who can edit this  file

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  • Game Developers Answers

    • What are the issues using VCS, with regard to non-text files (binary files), large projects, etc? What are solutions to these problems, if any?
    • Mercurial

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    • you absolutely should have assets in the same repository as your source.
    • You want your version control to behave like version control. You want to be able to rewind and fast-forward and branch and merge revisions and still have your game working. And your code and assets will depend on each other.

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    • Mercurial has various extensions to deal with large files, especially binary ones.

        

      Since version 2.0, the Large File extension is included in Mercurial and you can use it without downloading anything else. Files are not directly stored in the repository, but Mercurial tracks which version of the file is needed for each changeset, so you can download a precise version of your game with the right file when you need them.

  • Mercurial Extensions Related To This Issue

    • As mentioned in an answer to this question, you can use the convert extension to create a new repository. Use --filemap to exclude the large files you don't want.
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