Re: Git for games working group

2018-09-24 Thread John Austin
On Mon, Sep 24, 2018 at 12:58 PM Taylor Blau wrote: > I'm replying to this part of the email to note that this would cause Git > LFS to have to do some extra work, since running 'git lfs install' > already writes to .git/hooks/post-commit (ironically, to detect and > unlock locks that we should

Re: Git for games working group

2018-09-24 Thread John Austin
. That might help avoid integration issues. > we strictly avoid using CGo What's the main reason for this? Build system complexity? On Mon, Sep 24, 2018 at 7:37 AM Taylor Blau wrote: > > On Sun, Sep 23, 2018 at 12:53:58PM -0700, John Austin wrote: > > On Sun, Sep 23, 2018 at 10:57 AM Ra

Re: Git for games working group

2018-09-23 Thread John Austin
Regarding integration into LFS, I'd like to build the library in such a way that it would easy to bundle with LFS (so they could share the same git hooks), but also make it flexible enough to work for other workflows. On Sun, Sep 23, 2018 at 12:53 PM John Austin wrote: > > On Sun, Sep 23

Re: Git for games working group

2018-09-23 Thread John Austin
On Sun, Sep 23, 2018 at 10:57 AM Randall S. Becker wrote: > I would even like to help with your effort and have non-unixy platforms I'd > like to do this on. > Having this separate from git LFS is an even better idea IMO, and I would > suggest implementing this using the same set of build

Re: Git for games working group

2018-09-23 Thread John Austin
I've been putting together a prototype file-locking implementation for a system that plays better with git. What are everyone's thoughts on something like the following? I'm tentatively labeling this system git-sync or sync-server. There are two pieces: 1. A centralized repository called the

Re: Git for games working group

2018-09-16 Thread John Austin
gt; > > On Fri, Sep 14, 2018 at 02:09:12PM -0700, John Austin wrote: > >> I've been working myself on strategies for handling binary conflicts, > >> and particularly how to do it in a git-friendly way (ie. avoiding as > >> much centralization as possible and playing in

Re: Git for games working group

2018-09-16 Thread John Austin
> Right, though this still subjects the remote copy to all of the > difficulty of packing large objects (though Christian's work to support > other object database implementations would go a long way to help this). Ah, interesting -- I didn't realize this step was part of the bottleneck. I

Re: Git for games working group

2018-09-14 Thread John Austin
> There's also the nascent "don't fetch all the blobs" work-in-progress > clone mode which might be of interest to you: > https://blog.github.com/2018-09-10-highlights-from-git-2-19/#partial-clones Yes! I've been pretty excited about this functionality. It drives a lot of GVFS/VFS for Git under

Re: Git for games working group

2018-09-14 Thread John Austin
, 2018 at 10:55:39AM -0700, John Austin wrote: > > Is anyone interested in contributing/offering insights? I suspect most > > folks here are git users as is, but if you know someone stuck on > > Perforce, I'd love to chat with them! > > I'm thrilled that other fo

Re: Git for games working group

2018-09-14 Thread John Austin
Sep 14, 2018 at 10:55:39AM -0700, John Austin wrote: > > Is anyone interested in contributing/offering insights? I suspect most > > folks here are git users as is, but if you know someone stuck on > > Perforce, I'd love to chat with them! > > I'm thrilled that other fo

Git for games working group

2018-09-14 Thread John Austin
Hey all, I've been putting together a working group for game studios wanting to use Git. There are a couple of blockers that keep most game and media companies on Perforce or others, but most would love to use git if it were feasible. The biggest tasks I'd like to tackle are: - improvements to