continuous integration

Plastic SCM Source Control for game development

Plastic SCM Source Control for game development

This is part of a series of posts on source control for game development. Read more in the Blog.

Plastic SCM is a lesser-known source control solution for game development. In fact, I expect that a lot of the readers will be hearing about it for the first time. I personally discovered it only a few years ago. So why is it worth an article in this series?

Well, Plastic SCM promises a lot: Plastic SCM brands itself as “the version control for games”, and promises to deliver all the benefits of Git, as well as all the speed and power of Perforce, enterprise-grade features and support, unparalleled user experience, and unique features on top of that!

In fact, I was so excited by the product that I decided to evaluate it when I started Darewise, and back then I was very impressed. So let’s jump right in and see how it looks like today!

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Posted by Samuel Kahn in Source Control, Source Control Comparison
Perforce Source Control for game development

Perforce Source Control for game development

This is part of a series of posts on source control for game development. Read more in the Blog.

Perforce is the most widely used source control solution for game development studios.

At Darewise, we evaluated many options and finally opted for Perforce, much like the rest of the game industry, or at least those who can afford it. Pretty much all major AAA studios, and medium to large teams are using Perforce as their main source control, so there must be some valid reasons behind this choice. I have personally used Perforce in every single one of my professional projects. I have worked primarily with workflow issues and source control, so this is a product I know very well and I might be slightly biased towards it.

In the previous article, I explained why Git is not the most optimal source control solution for game development. This time, let’s examine why is Perforce so popular.

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Posted by Samuel Kahn in Source Control, Source Control Comparison
Git Source Control for game development

Git Source Control for game development

This is part of a series of posts on source control for game development. Read more in the Blog.

Git is probably the first result people stumble onto when researching source control for their game development project.

As evidenced by my activity on this very website, I am very interested in Git. I have used it extensively both professionally as well as for personal projects including game projects. I have come to love its beautiful design, and hate its limitations. Because of those, I created GitCentral to overcome Git’s shortcomings and create a better-suited source control workflow for game development.

This article is a good opportunity to examine the motivations behind creating GitCentral, and shed some light on why Git is both great, and difficult to use for game development.

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Posted by Samuel Kahn in Source Control, Source Control Comparison
What is the best Source Control for game development ?

What is the best Source Control for game development ?

Choosing the best Source Control for a game development project is a hot topic in the indie community. Many teams struggle with making the right choice, and the advice available online is often misleading. The answer is surprisingly not obvious, and there is no one size fits all solution.

Earlier this year I talked at the Nordic Game Conference about Source Control, and how to structure your team’s workflow, automation and continuous integration and deployment pipeline around it. You can download the slides here. As this is one of my areas of expertise, I wanted to go deeper into the subject and break down the options available in order for game development teams to make an educated choice about source control.

In this series, we will study the major options available to you, their various pros and cons, and highlight the reasons why you should choose one over another depending on your team size, budget, and makeup.

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Posted by Samuel Kahn in Source Control, Source Control Comparison