Hasty Briefsbeta

Why Game Devs Don't Merge Files

9 days ago
  • #binary-assets
  • #version-control
  • #gamedev
  • Game development primarily deals with binary files (textures, models, audio, etc.), which cannot be merged like text files, leading to exclusive file locking.
  • Perforce is the dominant version control system in game development due to its handling of large binary files and centralized locking mechanism.
  • Binary files (e.g., Blueprints in Unreal Engine) require exclusive checkouts, preventing simultaneous edits and forcing human coordination to avoid conflicts.
  • Game projects often span terabytes in size, making traditional Git workflows impractical due to storage and bandwidth constraints.
  • Lock-based workflows enforce modular design (e.g., Actor Components in Unreal) to minimize blocking team members during development.
  • CI/CD in game development is complex due to massive file sizes and long build times, requiring specialized infrastructure (e.g., Runreal for Unreal Engine).
  • Game development teams are often artist-heavy, with programmers playing a supporting role in enabling creative workflows.
  • Human coordination rituals (e.g., releasing locks, negotiating overwrites) are essential in lock-based workflows to avoid bottlenecks.
  • Testing in games relies heavily on manual QA due to the difficulty of automating real-time, interactive experiences.
  • Game development workflows are optimized for binary assets, making them fundamentally different from text-based software development.