The version-control tag has no wiki summary.
2
votes
2answers
135 views
Overlapping svn repositories
We use svn at work, but the repository is getting pretty large, so checkout times are long, as is update when artists batch process all assets.
The problem is that we also store work in progress, ...
6
votes
3answers
485 views
Source control for storing everything of game project?
Is it usual to manage not only source code, but all assets, textures, art, documentation files, etc under git repository for version controlling? For example I wanna to get back old version of ...
1
vote
1answer
128 views
Using git with XNA
I'm a single developer trying to use Git (I'm told it's much better than SVN) to keep track of my XNA project.
Would I copy my project into a bare repository and then add the files? If so, do I need ...
7
votes
3answers
367 views
Are .sln / .csproj usefull for sharing the Unity project?
We are experiencing some problems with GIT and Unity. It occurs pretty often that file .sln / .csproj give us some trouble, so after searching for a while on the web I've found that maybe this files ...
14
votes
3answers
476 views
Best practices for labeling game versions?
Does anyone know if there's a best practice for labeling game versions.
I'm not sure if there's a standard name for it other than versioning but what I mean is basically:
1.0
1.1
1.2
1.3.1 beta
4
votes
2answers
418 views
How should I set up UDK with Git and CruiseControl?
For a new project in UDK, I'd like to set up a Git repository for version control and a CruiseControl.NET-based continuous integration solution. The good news is that he first part seems easy enough ...
5
votes
2answers
290 views
Help my graphists sharing their work
As a developer I'm used to Subversion for source control and I think it's great for sharing source code between developers.
Now thinking about my graphists and game designers, they need to have a ...
9
votes
4answers
508 views
What file types should I exclude from my game's source control repository?
I have started working on a personal project using Unity with a friend and we've set up our own source control system.
I am aware of the fact that there are many types of files, namely those that are ...
4
votes
3answers
425 views
Finding the right directory structure for version control
Recently I've started thinking about how to layout the directory structure for my game engine. And well, I kinda hit a little snag.
There's going to be 2 people working on this project. Me and one ...
26
votes
11answers
2k views
What is the most effective way to work with a friend on the same game?
We need something where we can check files out, edit them, check them back in and then build from the them.
Something like Google Docs where we can edit the same code at the same time would be a ...
13
votes
7answers
509 views
Ways to manage changing designer data alongside changing player data
I have an online game where players get to shape the world in some way - eg. Ultima Online's housing, where you get to build your houses directly onto certain parts of the world map. These are changes ...
25
votes
4answers
844 views
Version control with game development - When should I branch?
I recently started using Version Control with my projects (even though I'm working alone on them). I find that it gives a nice way to keep history of the whole development process (with issue ...
2
votes
1answer
2k views
Options for UDK and version control repositories?
Another developer and I have begun to experiment with the Unreal Development Kit and have installed the UDK to our local computers. He's been toying around and experimenting and has some basic code ...
24
votes
3answers
2k views
Assets Management, database or versioning system?
While developing the assets for the game, (meshes, textures, sounds, videos) ho do you manage them?
Keeping them together with the source code
inside the versioning system? (perforce, git, etc…)
Or ...
79
votes
5answers
9k views
Version control for game development - issues and solutions?
There are a lot of Version Control systems available, including open-source ones such as Subversion, Git, and Mercurial, plus commercial ones such as Perforce. How well do they support the process of ...