382 pointsby regnerba2 hours ago43 comments
  • throw2ih0202 hours ago
    For context, since a lot of people on HN haven't worked on games - this is not intended to compete with Git for general software development. This is a competitor with Perforce for game development.

    Git is fine for text based files like code, but it's really bad at stuff like textures, 3D models, audio files, and other non-text files that game developers need to collaborate on. For example, one artist might need to obtain an exclusive lock on some art assets while editing them, because there is no sane way to merge two artists' async edits.

    The SOTA in this area is Perforce (https://www.perforce.com/products/helix-core), a proprietary system. From what my gamedev friends tell me, when Perforce works it's great, but it hits enough snags that you need a tools engineer to manage it and occasionally fix issues manually. Git LFS is an alternative, but my gamedev friends all prefer Perforce especially when working on team projects beyond like 3-4 people.

    • LugosFergus2 hours ago
      Something else that git isn't good at: permissions. In gamedev, you might have proprietary work that you want to restrict to certain users. In P4, you can add restrictions to certain directories for only those who have signed the required NDAs. That's not something that you can do in git: it's all or nothing. Maybe you can set something up with submodules, but that's going to upend your repository if you hadn't planned for it.
      • MrDresdenan hour ago
        I once worked in a git repository that required those kinds of restrictions.

        This was within a bank and the code in question was related to enabling Apple Pay from within the banking application. The consequences of that information and code leaking or being seen by anyone who had not signed the NDA were very serious (don't remember the details but it made the lawyers were extremely stressed about it).

        Needing to figure out a way to protect those parts of the codebase it was decided in the end that the "easiest" way of doing this was to split the repository in half, with the actual artifact building taking place from the half that had the NDA code. The rest of the application (basically the whole application) was then used as a dependency by it.

        Still didn't quite solve the issue, but access to that repository was heavily controlled.

        • SoftTalker31 minutes ago
          Strikes me as bizarre that payment code would be sensitive, unless it's a security by obscurity thing (which would also be concerning).

          Keys, secrets, etc. yes. But code? What am I missing here?

          • danudey4 minutes ago
            As others have said, it's Apple and they do not take kindly to other people leaking their technology/announcements ahead of time.

            See also: the time that ATI's CEO told his employees that their chips would be powering Apple's to-be-announced hardware a few days before the announcement. Steve Jobs responded by pulling all of ATI's hardware from its demo units at the announcement, not mentioning ATI at all, cancelling a joint demonstration of the Radeon card that was going to be in the system, and never partnering with ATI again.

            https://web.archive.org/web/20001216031800/https://www.zdnet...

          • kurthr25 minutes ago
            Because it's Apple. They are huge, have scary lawyers, write scary contracts, and want to "delight the user" with features only when they announce them. They hate leaks, and demand separate teams for basically any/all development.
          • juancn27 minutes ago
            It's kinda like that, there could be a proprietary fraud detection heuristic in there that you don't want to get out.
          • hk__226 minutes ago
            Maybe that’s some scoring to decide if you should be able to pay or not with some method.
      • PunchyHamster3 minutes ago
        > That's not something that you can do in git: it's all or nothing.

        That is partially incorrect; you can restrict writes via hooks but not reads; you'd need a workaround like submodules

      • rowanG077an hour ago
        Doesn't git crypt solve this? You can have encrypted blobs in a repo that will be auto decrypted if you have a working key.
        • danudey3 minutes ago
          That depends on you distributing working keys for any components you want to restrict access to, and managing those keys for all users, revoking them when access permissions change, etc. It's a lot more complex, more work, and harder to manage than centralized RBAC or similar.
        • everforward37 minutes ago
          Not really, precisely because it’s decentralized. You can’t audit whether a user accessed one of the hidden files, or really even who can access it once you accept the reality of the risk that some team will put a key on S3 or a shared drive or whatever.

          It’s fine for things that you want devs to be able to see without the Git host being able to see them, it’s less good at RBAC because there’s no real “identity” component at read-time.

        • giancarlostoroan hour ago
          People don't use git crypt nearly enough unfortunately.
          • freedomben41 minutes ago
            Agreed. I use and love git crypt, but it doesn't get enough use. I think because it's easy to screw up gpg keys. Most of my uses (for one to three devs) have become symmetric keys shared out-of-band instead of using gpg keys because we've had lots of onboarding pain even from people who are quite competent. There are just a lot of sharp edges in gpg that you don't know when you don't know.
        • embedding-shape43 minutes ago
          Git submodules + SSH keys is another (somewhat "homebrew") solution to this.
      • stevefan1999an hour ago
        That's by design of git, you can't forget that git is first developed for a bazaar model of information flow, especially with a big decentrailized project like the Linux Kernel, not the silo and isolated corporate NDA and closed model you described. Git prefers open information and discourages information closures and segregation of information by placing restrictions exactly like this.

        Git enthusiast would often tell you to do this separately with a submodule, and set permission on the version control forge software level (which means Gitea/Github private RBAC access to certain repos for cloning), sure, but that is also painful as hell.

        But my point is that all of this is exactly by design from Linus Torvalds's need for Linux Kernel to replace BitKeeper. Git simply isn't the tool for everything, it was developed for a software project with liberalism in mind, but corporate stuff is monoculture and prefers proprietary, shut-in model, and the eat your own dog food mindset, and no wonder it is so painful to deal with.

        • kccqzyan hour ago
          Git submodules aren’t convenient either. For the silo and corporate development use case, just use multiple repositories and make your build tool aware of multiple repositories. It is slightly less painful than submodules.
          • packetlost44 minutes ago
            I feel like submodules could be a lot easier to work with if the git command made it easy to update all submodules in one go based on branch head for the submodule.
        • stackghost13 minutes ago
          I think everyone knows that this is a consequence of git's design. Nobody's disputing that.

          Unfortunately there are many people who think git is a panacea and is suitable for all version control tasks of anything.

    • debarshri43 minutes ago
      I am building a small asset heavy game. Ran into a similar problem. Built a storage cost efficient tool for exactly this [1].

      [1] https://github.com/debarshibasak/assets

    • retroflexzy11 minutes ago
      A significant part of my job, unfortunately, is helping people fix their workspaces when Perforce (p4) goes bad, or creating guardrails and wrappers to stop Perforce doing bad things.

      In fairness, p4 predates most of the VCSes we consider "modern", so I empathize with a lot of the underlying architecture decisions. However, it has and continues to utterly fail at improving at a reasonable pace.

      For example:

        - p4 tracks file metadata of client workspaces on the server (sync'ed locally, opened for edit, file revision, etc) and uses this as the basis to avoid doing unneeded work.  If this becomes desync'ed, a reconcile or force sync must be used.  A reconcile can take hours, potentially days; it tries do detect file moves by default, so likely at least O(c^n) for some c>1. I have never personally seen a default reconcile operation _complete_ over any modestly large game code base, and in practice, people accumulate a litany of workarounds and scripts to fix this for themselves.
      
        - Scripting p4 is a nightmare. Documentation is poor, schemas do not exist, and all the language-specific libraries are just thin wrappers over its C++ API.
      
        - By default, p4 "helps" you with text files by "correcting" line endings on sync or even converting between encodings. This works until you have a mixed-OS environment, and discover a part of the pipechain that _must_ have a certain style.  There are various levers to pull to make this better, but I've yet to find something fool proof.
      
        - By default, p4 keeps flies read-only, only unlocking them when explicitly marked as being edited.  This means, to avoid having to do this manually, every tool you use needs to be p4-aware.  Or, you can turn this off, and choose to contend reconcile instead. (See above)
      
        - Branching a modest game project, with, say, Unreal source code, can take hours.  And this is the quick version where you ask the server to simply create new metadata, with no file transfer to a client.
      
        - p4 is licensed by the user-account. Every user entity in p4 not intended exclusively for performing backups and maintenance operations counts toward this, including users required to integrate with other services.  Plus, often times, these integration users must have admin access to be useful. The security posture is horrific.
    • kvirani28 minutes ago
      There's also a new player called diversion (diversion.dev) which I think may be a YC startup? Anyway it takes a different approach of being more like Google drive but bringing in VCS behavior making it more indie and designer friendly.
    • Decabytesan hour ago
      I wonder how useful this could be as a generalized version control for regular user systems, as a way to rollback, or scrub through history. Presumably if this is designed to work at Epic and Big Game studio scale, it should work at home computer scale
      • 827aan hour ago
        This presumption has destroyed far, far more companies and projects than the opposite assumption (that something built for small will scale to big, then doesn't).
    • ur-whalean hour ago
      Git is certainly not great with binary assets, but calling perforce SOTA ... ouch.

      If perforce is the best there is out there for large binary asset management, then there is a blue ocean worth of potential improvement for git.

      Perforce is a piece of crap, a relic of the 20th century that must die in a fiery inferno.

      • asveikau4 minutes ago
        15 years ago, both Google and Microsoft were on perforce. (The latter through a fork with a different name.)
      • maccard17 minutes ago
        I’ve spent more than a decade working in games and unfortunately perforce is the best out there for a variety of reasons. None of them are good.
    • TheBigSalad2 hours ago
      That sucks, git is so absolutely horrible. It's crazy to me that nobody has made anything better yet. Although I could start that myself and yet have not.
      • devinan hour ago
        With respect, were you around to use any of its predecessors?
        • bigstrat2003a few seconds ago
          I was. I thought, and still think, that svn was much more pleasant to use than git. Alas, I am in the minority.
        • an hour ago
          undefined
      • jaapzan hour ago
        turns out version control is hard
      • irishcoffeean hour ago
        We did, mercurial just didn't win.
      • zer00eyzan hour ago
        Git is fit for purpose. That purpose is to host a monorepo, with out a lot of 3rd party dependancies, distributed, patch based.

        Thats not how everyone else works.

        We're all using package managers to help with massive amounts of 3rd party dependancies (why are you version pinning in any place other than your repo, why arent you pulling updates through your repo and reviewing them)

        We're reliant on tools like artifactory to make sure those depedancys dont disappear or are not corrupted.

        We use yet other tools to manage our binary files (this tool would fix that).

        Github, gittea, gitlab, bitbucket... have all added piles of tooling around git, that are grafted on around its short comings.

        > It's crazy to me that nobody has made anything better yet.

        Because our entire industry has fallen into the rut of "more tools", of stacking turtles (https://en.wikipedia.org/wiki/Turtles_all_the_way_down ) rather than fixing the real issues that hold us back.

        > Although I could start that myself and yet have not.

        Because unless your a Google or a Linus, no one is going to look twice at your tool for something that is this important. Im not even sure that epic games has the good will, or trust to launch this.

        I am going to give them the benefit of the doubt and take a long hard look at it, but my optimism is tempered. But unless it offers a LOT more than git, the extra overhead (lacking IDE support, deployment changes and all the other tooling in GIT's orbit) it isnt going to be a worth while change.

        • LtdJorge33 minutes ago
          This tool is not for pure source code. It's for videogames. Videogame-specific VCS have been lacking much more than Git has, since the start. As others have said, the biggest problem is undiffable binary files.
    • chadgpt32 hours ago
      Jonathan Blow found it convenient to represent all assets in a large number of text files, to enable merging. For instance he'd have one text file per entity on a map. The game and editor could read either this or the compiled binary version.
      • Aurornis2 hours ago
        Jonathan Blow works with extremely small team sizes relative to the big studios. When you only have a couple people working on a project you don’t need all of the same coordination features.
        • rootlocus2 hours ago
          He and Casey Muratory make a lot of cool instructive content, but their condescending attitude towards the industry always made me thing "Huh, must be really nice working alone and making all the decisions yourself."
          • Aurornis2 hours ago
            I respect his work, but I had to unfollow him on Twitter because he was so condescending to everything and everyone except his loyal fan base.

            He’s in a category of influencers who post constantly about gripes and grievances and smug superiority. Some people like that content but I can’t stand it.

            I really like hearing about indie development and small teams, but you don’t have to present everything as condescending superiority over the industry. That’s not the part I find interesting.

            • cjbgkaghan hour ago
              I think there is an element of audience capture that sets up a self reinforcing feedback loop that drives out the normies and ends up rather cult like.
              • somenameforme33 minutes ago
                Is it not also possible that there are an overwhelming number of problems with the big AAA type studios in games right now? I feel right now we're in sort of tale of two cities, because AAA games have turned into barely functioning uninspired parasitically monetized crap, while smaller scale development is in an absolute golden age. And it's likely that LLMs will only add fuel onto this turd burning fire.
                • cjbgkagh24 minutes ago
                  That is what makes it cult like and not a full on cult, there is a lot of truth to what he says. The problems is when the conclusions are extrapolated out to absurdity - it’s hard for me to listen to it. I didn’t take sufficient notes to give a proper recount here and it’s a bit too much work for me to go through it again.
          • Fraterkes24 minutes ago
            I’ll chip in here and say theres ime a world of difference between the amount of condescension and acerbic noise produced by Blow versus Casey. Casey comes of as grumpy but fundamentally pretty respectful in the stuff I’ve seen him in.
          • klodolph2 hours ago
            IMO this is just garden variety effects of being a programming influencer. It’s a weird position to be in.

            I think being influential just does that to people, with high regularity.

          • troupoan hour ago
            And then they usually back their words by doing things like "you claim that outputting text to a terminal emulator is a PhD level problem, so here I did it in a weekend".

            Huge teams are more often than not the sign of bloat and inefficiences.

            • Matlan hour ago
              Yeah, like when Blow claimed he could replace PowerPoint in a weekend and ended up implementing a presentation software that had about 2% of what PowerPoint offers.

              Now there's an argument to be made that many don't need the remaining ones but to claim that you 'replaced PowerPoint' for anyone but yourself is ridiculous.

              They're good at demos, I give them that.

              • duttish41 minutes ago
                There's a classic saying along those lines, "everyone is only using 5% of Word. The tricky part is that everyone is using a different 5%"
            • rootlocusan hour ago
              To be fair, game developers have been rendering text on the GPU for over two decades. I've done it in college a decade ago with bmfont [1] (nowadays the engine does rasterization during import). Whoever thought was making a case with "outputting text to a terminal emulator is a PhD level problem" was really out of their depth and was making a case for unnecessary inefficiencies. Kudos to Casey for proving a point.

              1. https://www.angelcode.com/products/bmfont/

              • bogwog28 minutes ago
                I remember when that terminal situation first happened, and my main takeaway wasn't "wow, this Casey guy is a genius" but rather reinforcement of my pre-existing belief that Microsoft is full of incompetent and lazy people. Anyone who has ever dabbled in engine or low-level game dev has implemented basic GPU text rendering at some point.
            • LtdJorge37 minutes ago
              Casey was right, though. The windows terminal was (is, it's still there even if you use the new Terminal) atrocious. The performance is so bad, due to going through all the layers it does, which Casey exposed. And it's not even packed with features, pressing up on a new console doesn't bring you a command from history, which Linux terminals and 3rd party Windows ones have been doing for decades, even Powershell does that. The support for colors was also bad, the very limited options for font configuration, and it renders fonts as if it was Win2k... Thankfully, the Windows Terminal solves most of those, and includes tabs and other useful features. Too late for me as I already jumped ship to Linux.
          • chadgpt32 hours ago
            Isn't that kind of the point though? Doing more with less?
        • Wowfunhappyan hour ago
          He's also the sort of person who I suspect works in a very idiosyncratic way, which is great for him and his mind but probably not everyone else. (This is not a criticism.)
      • flohofwoean hour ago
        That's fine for database-like meta-data (e.g. game entity properties), but not for images, videos or audio files. Just writing those as hex dumps into text files doesn't make them any easier to merge.
      • superdisk2 hours ago
        He uses SVN and specifically has stated that Git isn't suitable for the work he does due to big binaries in source control.
      • LugosFergus2 hours ago
        You really can't merge binary data, such as textures, meshes, audio, etc. It doesn't matter if you base64 encode the data and stuff it in a text file: it's a jumble of data (assuming this is the implication of what Blow did).
      • pton_xd2 hours ago
        How do you merge changes to a texture, mesh, audio file, etc?
    • rootlocus2 hours ago
      Git LFS has file locking, and no VCS can provide you with the tools for diffing binary assets. I don't see any meaningful difference between Perforce, Diversion or Lore and git + LFS + file locking. Unless there's a meaningful performance impact for large projects (I only work on small / medium projects), the capabilities are the same. However, I get excellent git support for code in any editor, as opposed to Diversion or Lore which have none.
      • regnerba2 hours ago
        Git LFS for example does not support file chunking. So a single byte change on a large (100s of gigs) file means downloading the whole file again. Lore does chunking of binary files which means faster downloads and better de-dupping on the backend.
      • throw2ih0202 hours ago
        I haven't made games for a long time so I can't speak for my experience, only my friends. From what I understand (1) Perforce has decent integrations with the game engine editors my friends work with, so editor support is no factor for them and (2) it has better delta support for the file types they work with - I believe Git LFS mostly uses a generic xdelta diff which is kind of mediocre at everything versus Perforce can understand different file types and be extended to support custom types.
      • flohofwoean hour ago
        I guess you never worked with anything but git? The devil is in the details, and those details generally suck more in git (or generally: distributed version control systems) than in traditional centralized VCS's.

        Also git-lfs is a crutch that breaks more often than it works :/

        (I agree though that for small game projects, git is mostly 'good enough', even without lfs).

      • Tiktaalikan hour ago
        There's also the tooling. Game teams have artists and designers where baroque command line incantations are headwinds to their workflow pace.

        For the longest time Git tools were really poor. In recent years there's a few ok ones, like Git Fork, though I wouldn't know if those tools scale to the level of a AAA team size repo and not fall over.

      • zipy1242 hours ago
        Git LFS breaks so often that it can't be seen as a serious professional tool tbh. I've had nothing but trouble with it. If it wants to be serious it needs to be built into Git, not added as some after thought.
      • lentil_soup2 hours ago
        don't think it supports branches

        it's also tough when you have 1TB of data, over 1mm files and you might want to lock hundreds files in one go

  • kseca minute ago
    Turns out it is not really new but only open sourced it now. From the FQA.

    >Lore, formerly called Unreal Revision Control, is the built-in version control system for UEFN (Unreal Editor for Fortnite), where creators have been using it to version their islands. It is also seeing progressive adoption by internal Epic teams, and is being implemented as the backing store for UEFN’s cook pipeline, where it replaces traditional intermediary storage layers—eliminating redundant file transfers and significantly reducing the time between publishing changes and those changes being playable.

    Surprised it is in Rust and not Epic C++ or Verse. I wonder why.

  • niek_pas2 hours ago
    Just today as I pushed some changes to Github, I was thinking how user-unfriendly Git's UI is:

        Enumerating objects: 5, done.
        Counting objects: 100% (5/5), done.
        Delta compression using up to 10 threads
        Compressing objects: 100% (3/3), done.
        Writing objects: 100% (3/3), 290 bytes | 290.00 KiB/s, done.
        Total 3 (delta 2), reused 0 (delta 0), pack-reused 0
        remote: Resolving deltas: 100% (2/2), completed with 2 local objects.
    
    I know all of these things communicate something to the die-hard Git user, but for most people (even most people using Git, I bet) this is just complete gobbledegook. What the hell is "delta compression"? Why do I care how many threads it's using? What is an 'object' and what does it mean when it's 'local'? What does 'pack-reused' mean?

    From the documentation, it looks like Lore does a bit better in this regard:

        Pushing 1 fragment(s)
        Pushed 1 fragment(s), 124.00 bytes
        Pushing a3f8c2d1... to branch main
        Pushed revision 1 -> a3f8c2d1... to branch main
    • js2an hour ago
      Objects are your files. Underlying git is a content-addressable filesystem.

      The objects are referenced by trees. A tree is just a directory.

      The trees are then referenced by commits and/or tags into a DAG with named pointers into various parts of it (which are your branch and tag references):

      https://git-scm.com/book/en/v2/Git-Internals-Git-Objects

      Because it would be terribly in-efficient to have a bunch of loose objects, git periodically groups them together into packs. To save space, the objects are compressed against one another (delta compression) within the packs.

      https://git-scm.com/docs/git-pack-objects

      https://github.com/git/git/blob/master/Documentation/technic...

      When pushing or pulling, the git transfer protocol basically enumerates what objects each side has so that it only needs to transfer the difference. On top of that, it delta compresses the objects on each side that aren't already grouped into packs against each other to save space.

      https://github.com/git/git/blob/master/Documentation/technic...

      Because git is an open-source project written by nerds, it shows you all of this information. Feel free to ignore it!

      But if you really want to know, it's all documented both in the git book and git documentation directory, both linked above.

      (Caveat: I'm working from memory and surely got some detail at least slightly wrong.)

    • e402 hours ago
      I think we can all agree that information should be behind a -v CLA. It's probably just something no one has thought of doing. I've learned over the decades to just ignore it.
      • maccardan hour ago
        > It's probably just something no one has thought of doing

        There are 1000 things that's true of about git. At a certain point that becomes a problem in and of itself.

        • yoyohello13an hour ago
          Luckily it’s an open source project so you could go in and clean up the ux.
          • LtdJorge31 minutes ago
            Probably unacceptable as many would have built tooling around the specific default behaviors.
            • Jaxan22 minutes ago
              You can have your own version. You don’t have to push all improvements upstream.
    • dosshell17 minutes ago
      Every place I worked at has a git introduction where all new employees learn about how git works internally. Takes 1h, and all junior devs stops memories random commands and actually start to understand. I highly recommend to you to poking around in the .git directory.

      The git support for new employees drops basically to zero.

    • spelunkeran hour ago
      The lights are blinking, so everything must be working!
    • agumonkey2 hours ago
      I actually like this underlying logs. Could have a concise / project level summary though.
    • kristjansson2 hours ago
      Those are just the sounds that animal makes. Live with the animal long enough, you learn how the sounds correspond to its internal states, even if you don’t really know what they mean.

      I’d be a bit worried if git didn’t heave that particular contented sigh when I ask it to push

    • mherkender36 minutes ago
      I'd rather see some gobbledegook than extended pauses or idealized (read: fake) information. Those are specific tasks it is doing when you run that command, there's a simplicity to it.

      Not saying Lore's approach is bad, but sometimes "worse is better".

    • cedws2 hours ago
      Git as a data structure is clever, but Git as a CLI is atrocious.
      • VikingCoderan hour ago
        I feel like, everyone near Git has decided, "Well, all abstractions leak - so we might as well stand in the rain like Andy Dufresne when he escaped from Shawshank Prison!"
      • raverbashing2 hours ago
        Yes, the famous debate between plumbing and porcelain

        Still the porcelain is more like cold stainless steel

    • yomismoaquian hour ago
      This is what happens when a kernel developer creates tools that need some kind of UX (I say this both as a shitty UX developer and Linus fan)
      • yoyohello13an hour ago
        He makes a good tool? Honestly I don’t get the git hate on HN. I’ve been using it for years with no issue. I just read the first 3 parts of the git book and never looked back. I even setup a git server at home with the basic tools.
        • jon-wood30 minutes ago
          This is definitely a bit snarky but you read any of the documentation at all, and therefore know more than a large percentage of git users about what it’s actually doing. Most people seem to treat git like some sort of mysterious orb which if you speak the right incantations will perform magic for you.
      • altmanaltman37 minutes ago
        Linus really has very little to do with git's development. He has stated that himself multiple times, and it's the factual truth. "This is what happens when a kernel developer creates tools..." is funny but not factual.
    • archerx2 hours ago
      I use GitHub desktop app that pushes to my local Gitlab. It’s a nice and simple GUI, it might be what you’re looking for.
    • redsocksfan4540 minutes ago
      [dead]
    • yoyohello13an hour ago
      [flagged]
      • wldcordeiroan hour ago
        What a completely rude comment that tells me everything I ever need about you and whether I'd want to interact with you. They're not asking for the literal answer. They're asking a question about why that is important to surface at all.
        • yoyohello13an hour ago
          Sorry, you're right. It's been a frustrating morning and I shouldn't have taken it out on you.
  • tlahtinen40 minutes ago
    This is a very promising announcement for Unreal game development specifically. For any other purpose I wouldn't care as much.

    Perforce definitely needs a challenger. It is not the incumbent because it is particularily simple to use or administer. Git is actually way simpler when it comes to branching operations for example.

    The reasons why p4 is often preferred in gamedev have already been mentioned in other comments: large project support, permissions, file locking and so on. Another key reason p4 is the king for Unreal dev is just how well it's supported inside the engine. Not perfect, but it's the best supported VCS because it's what Epic uses. Even the Git plugin is painfully unfinished, because Epic does not internally use it. So with Lore I expect them to give it first class support. I'd recommend Git a lot more if the support in Unreal was better.

    (background; I've been in gamedev for almost two decades now, 2-200 person companies, every kind of engine and version control system. I prefer git where I can use it: for Unreal that means small projects and/or tech savvy team members. Pick the tool that is right for the job and the team.)

  • jacobgold2 hours ago
    I'd trust this project more if it was named Data.
    • HansHamster2 hours ago
      Yeah, I'm still concerned about crystalline entities suddenly showing up. Have they ever fixed it? I don't see anything in the issue tracker, probably because no one was left last time to report it...
    • zdw2 hours ago
      Dunno, this seems fully functional?
    • CommanderDataan hour ago
      Oh brother.

      Don't be too hard on Lore.

    • analog83742 hours ago
      All Data is Lore. I mean lore is a superset of data. I mean data is lore with a special attribute.

      I'm not just picking nits here. And this is not cynicism.

      so there you go.

    • superkuh2 hours ago
      "Lore" is appropriate. Epic games is a very unethical company that steals from people. Myself in paticular. I bought Rocket League the game for linux from Psyonix. Epic bought Psyonix and immediately removed the game clients for linux and mac os. I can no longer play. They stole from me and many others. It'd be one thing if they just shut down the game entirely, but stealing it from only some people while keeping it going for others is worse than just killing games.
      • stronglikedan6 minutes ago
        > They stole from me and many others.

        It's more likely that they took advantage of some things in the license that you weren't aware of, since stealing would be illegal.

  • penciltwirleran hour ago
    The premise is that Git-LFS sucks, so we need to build a new data versioning system (in Rust, from scratch). While I mostly agree with this premise, but there are already lots of existing (mature) data versioning systems with the same tricks under the hood:

    - Pachyderm (Go): https://github.com/pachyderm/pachyderm

    - XetHub (acquired by HuggingFace): https://huggingface.co/blog/xethub-joins-hf

    - LakeFS (Go): https://github.com/treeverse/lakeFS

    - Oxen (Rust): https://github.com/Oxen-AI/Oxen

    I guess with AI, anyone can vibe code a content-addressed, chunk-level deduped, versioning system in Rust these days...

    But jokes aside, Lore seems really cool! What's interesting is the realization that different domains/industries have similar problems, but they don't seem to be cross-polinating. In this case AI and Gaming both need a storage system that can version control large binary files at scale. I think there's lots of opportunities to share ideas here, but perhaps the lack of idea sharing (currently) creates opportunity!

    • LtdJorge19 minutes ago
      I don't think the needs are exactly the same. I believe in AI the big binary files are normally written once, while in gamedev, they are constantly updated.

      That already warrants different storage architectures.

    • an hour ago
      undefined
  • rustyhancock4 minutes ago
    Guess this is announced as part of epics state of unreal and if so this is already off to an amazing start even if this is all there is!
  • frollogastonan hour ago
    "Full-surface API" is a feature nobody here has mentioned. Is that a dig at how git intentionally has no linkable library? I saw this earlier https://news.ycombinator.com/item?id=48470604
  • Surac2 minutes ago
    Isnt that what SVN is good for?
  • gavinhoward36 minutes ago
    As someone who has thought a lot about VCS design [1] [2], the chunking approach is the wrong one and will still waste space.

    [1]: https://gavinhoward.com/uploads/designs/yore.md

    [2]: My WIP VCS has been named Yore for at least two years; I did not copy Lore's name.

    • MattRix31 minutes ago
      This is a very long document that says nothing about chunking at first skim. If chunking is actually wrong, then just explain why, here. Wasting space is not actually a problem if it’s optimized for other purposes instead.
      • gavinhoward20 minutes ago
        When it comes to large assets, wasting large chunks of space is a problem. If your chunks are 64 kib average (from the Lore document), but changes only average 1 kib (which could be a high estimate), then you will still run out of space 64 times faster and need to read 64 times more data off of the disk for certain operations.

        It also makes diffing hard, as well as diff viewing.

        • frollogaston16 minutes ago
          What do you do instead of chunking your snapshots? Storing diffs is usually the other approach.
      • LtdJorge21 minutes ago
        [flagged]
  • iceweaselfan442 hours ago
    >fully open source >look inside >Lore Desktop Client is available as binaries only, download the installer for your platform here:
    • O5vYtytban hour ago
      https://epicgames.github.io/lore/roadmap/#desktop-client

      > Open-source the desktop client so the community can build on its full graphical experience, not just download it. An early desktop client already exists as a binary download, but it isn't open source yet — it depends on some proprietary components, including Epic's internal design system. We're working to make all of it available in the open so that the client can ship as source alongside the rest of Lore. Lore is an open project, so it is important that the desktop client — which will be one of the main ways many people will interact with Lore — is also fully open so that the community is free to review, extend, and shape it.

      • Wowfunhappyan hour ago
        Thanks. I still think it's a bit weird to say "fully" open source while your flagship client is currently closed. I realize they're referring to the VCS itself, but—well, if they just dropped the "fully" for the time being, I wouldn't bat an eye.
        • adastra22an hour ago
          It’s pretty obvious the entire surrounding text of this project (and presumably the code itself) is vibed. A lot of that is probably aspirational.
          • bogwog35 minutes ago
            I was excited about this project, but you convinced me to look into it and yeah, I'm seeing emdashes and overly verbose/elaborate commit messages :(

            What a shame

    • lentil_soupan hour ago
      to be fair, that's just the desktop client. You can use or build on top of the CLI

      they do say they will open source it, but who knows:

      "It isn’t open source yet—it currently depends on some proprietary components, including Epic’s internal design system—but we’re committed to open-sourcing it in the future"

      • KomoD2 minutes ago
        > to be fair, that's just the desktop client.

        I expect fully to mean fully, though.

    • Someonean hour ago
      There’s a “Repositories” link at the top of the page that links to https://lore.org/#repositories, WhyHow links to various GitHub repos, including https://github.com/EpicGames/lore, which claims to have code for the CLI. I see no reason to suspect that claim is incorrect. The code likely lives in https://github.com/EpicGames/lore/tree/main/lore-client)
  • pkasting16 minutes ago
    The idea sounds good, even if Epic's recent track record of tools is not inspiring. But the commit messages etc. are very clearly products of vibe-coding. And version control is not the situation where "works 97% of the time" is a good-enough bar.

    Passing for now.

    • frollogaston15 minutes ago
      About the recent track record, is there some technical problem or just drama with Unreal Engine that I'm not aware of? (I already have the same opinion about using AI-coded VCS.)
  • boredatoms7 minutes ago
    Would lore be good for a tech company monorepo?
    • Imustaskforhelp4 minutes ago
      What sort of scale are we talking about when mentioning tech company's monorepo though?
  • bel82 hours ago
    repo: https://github.com/EpicGames/lore

    Looks very git-ish. But probably better equipped for large binary files.

        echo "Hello, Lore" > hello.txt
    
        lore stage hello.txt
    
        lore status --scan
    
        lore commit "Initial revision"
    
        lore push
    • Snafuhan hour ago
      Git-ish CLI is great. The GUI is more important though. Non-programmers don't want to dabble with CLI. One reason why Perforce is the defacto standard IMO. The GUI covers 99% of daily used operations and is easy to use.
  • kardianosan hour ago
    I like everything I've read on this site so for, for it is also something I've been wanting.

    If the roadmap's "Web client and code review tools" could replace gerrit for me, this would be a easy switch.

    Moreover, it looks like they designed both the mutable store and immutable store to be able to easily store their state directly on an s3 like system.

    There are a number of features that would greatly speed up CI/CD system operations I belive.

  • glouwbug2 hours ago
    I’ve always wanted a git with five commands, and maybe with AST based diffing
  • wkyan hour ago
    The link to Architectural Decision Records is empty, but they're present in the repo to look at[0]. Curiously the decision with the most deciders is the implementation of JavaScript bindings[1].

    [0] https://github.com/EpicGames/lore/tree/main/docs/developing/...

    [1] https://github.com/EpicGames/lore/blob/main/docs/developing/...

  • eblansheyan hour ago
    This looks very cool! I maintain a FreeCAD workbench for 3d model version control[0], and it currently uses git as the VCS, simply because that's what I was already using. Thinking long-term, I see it eventually morphing into a broader PDM (Product Data Management) system, perhaps even PLM (Product Lifecycle Management). Lore has a lot of the requirements already built-in, like centralized locking (better than SVN), and it's better suited for for binary files. I implemented the git backend as a protocol/port so it'd be pretty easy to swap it out. I'll be watching Lore closely.

    [0] https://github.com/eblanshey/HistoryWorkbench

  • speps2 hours ago
    They’ve been dabbling in this space within Unreal Engine for a few years. Perforce is the de facto standard in AAA studios from my experience, curious to see what’s going to happen to them.
  • Lucasoato2 hours ago
    > Git’s content-addressed revision graph is excellent, but it treats binary files as second-class citizens—large files require bolted-on LFS rather than first-class chunked storage, sparse checkouts have sharp edges in offline use, and there is no native multi-tenant isolation.

    I'm trying to figure out what Lore can accomplish that git+LFS can't. I've read about big binaries chunking, native interface and permission, is there anything else? Weren't those problems already solvable in the git+LFS ecosystem?

    • zipy124an hour ago
      If you've used git+LFS for any extended period of times, you'd know how often it breaks, especially when used with forges like GitHub. Both GitHub and Git treat LFS as an after-thought and second class citizen.
    • frollogastonan hour ago
      The fact that it's even referred to as git+LFS instead of just git... If I needed to work with large files frequently, I wouldn't want such a basic feature bolted on. Not a criticism of git, just can see why Epic doesn't use git.
    • bob1029an hour ago
      I've used git+LFS for unity projects without much issue. If I was working with more than 2 people, I would definitely reach for something centralized.
  • hparadiz26 minutes ago
    As long as Epic Games is anti Linux I will never use any Epic Games product.

    Count on it.

  • BoggleOhYeah2 hours ago
    It’s great to finally see a possible alternative to Perforce.
  • yablakan hour ago
    does anyone have a proper comparison of binary control systems like lore, xet, etc? i'd love to see how it handles mixed case workloads.
  • advisedwangan hour ago
    Nice, this seems sort of like Git-but-for-giant-monorepos. That has been a gap in the opensource VCS market
  • nyxtoman hour ago
    I came here hoping Epic Games somehow had launched a reliable alternative to GitHub, but saw their code is hosted on GitHub
  • noopprod40 minutes ago
    Kind of funny that it's on GitHub no hate.

    Missed opportunity for Lorehub.

  • bachittle2 hours ago
    this looks cool for game development, because using Git for projects in Unity and Unreal Engine definitely has it's issues. I'm personally not a fan of Git LFS, especially since GitHub charges you to use it (which makes sense, binaries and assets are big, code is small, relatively speaking).
  • headwayoldest2 hours ago
    How long before Epic starts giving away other software and suing git to support lore?
    • glouwbug2 hours ago
      I can’t remember the last time anyone actually played the game they got for free on epic’s store
      • WillPostForFood2 hours ago
        Citizen Sleeper, the game that is going free tomorrow on the Epic store is really good. Space Cyberpunk themed RPG/Survival Sim.

        It is interesting that people are so cynical about Epic giving out free games. I get that people love Steam, but competition in the storefront market is not bad.

        • argeea few seconds ago
          [delayed]
        • hparadiz23 minutes ago
          Does it support Linux?
      • Tomte2 hours ago
        Kerbal Space Program, Civilization 6, Hogwarts Legacy. All games nobody ever played…
      • rbitsan hour ago
        I definitely have. But they're all the games that they gave out in the early days, the more recent games haven't really appealed to me. And it didn't convince me to spend any money, I still haven't spent a single cent on anything Epic Games.
      • falcor842 hours ago
        I've been getting them for years now and have enjoyed many of them (though not a large percentage), and would love to use the Epic store more, if only they would implement some version of reviews/scores. Without that, I feel that I can't trust them as a marketplace.
      • RobotToasteran hour ago
        I played hogwarts legacy for about an hour before realising it was boring, does that count?
      • tombert2 hours ago
        I play Brotato fairly often. I am not sure I have played any of the other free games I’ve gotten though.
        • takipsizad2 hours ago
          i've paid for brotato (Its a pretty good game, it was worth my money) and played city skylines (which i haven't paid for due to its excessive amount of dlcs)
          • tombertan hour ago
            They gave away Death Stranding awhile ago, and I hear that one is good, which I don't dispute given its Kojima origins.

            But Kojima games require me to be in a very specific mood and I have been trying to work my way up to it.

  • ryukoposting2 hours ago
    Hosted onn GitHub. Heh.
    • Tuna-Fish2 hours ago
      Lore itself is not an example of a program that meaningfully benefits from any of the key features of Lore.

      Lore is meant for situations where your repository is going to contain gigabytes of binary files, such as art assets for games. Git is technically great at everything but that, and even the external solutions for that situation still kind of suck.

      • Wowfunhappyan hour ago
        Is Lore worse at managing text files, though? If not, it might make sense to adopt it fully in an organization so you can just use one tool.
  • applfanboysbgon38 minutes ago
    I'm in the market for a better VCS designed for gamedev-specific concerns, but reading the system design doc, it's LLM-generated. Not exactly confidence inspiring.
  • gonomodagastan hour ago
    Why not just use Alienbrain?
  • 20k2 hours ago
    The incredible laggyness of that website does not inspire confidence. Much of the text selection is also broken, and chrome consumes nearly a full core trying to render.. something?

    Its remarkable that anyone thought this website was fit for release, and it gives off strong slop vibes

    I also have absolutely zero trust in a product like version control being provided by a for-profit company. It seems like a terrible idea to tie your software stack to Epic Games of all people, given their track record

    • jon-wood18 minutes ago
      This is primarily going to be targeted at Unreal Engine users, for whom the source control tooling they use is the smallest of concerns when it comes to being tied to Epic Games.
  • adamnemecek2 hours ago
    This looks really good. I have been using git to store some PDF (tens of GBs) and git is really not well suited for this. No GFS is not a solution.
  • ex-aws-dudean hour ago
    Interested in this as perforce is pretty terrible a lot of the time

    It’s like anything you do has to talk to the server

    Even something as simple as diffing a file will just hang if there are server issues

  • gbraad2 hours ago
    What makes lore better or worth considering... when svn and git never failed me...
    • wongarsu2 hours ago
      Git does great with text files, but game development contains a lot of binary assets (textures, videos, 3d models) and correspondingly huge repos. git-lfs tries to patch around that, but that makes a complex tool that creatives struggle to understand even more complex. Perforce is a pretty popular solution, and was used by Epic in the past
      • frollogastonan hour ago
        Have to think they're doing this out of a real need, given they were already using Perforce and must've considered Git too. It's also not like 2010s when version control was a hyped thing.
      • koolala36 minutes ago
        Is there no git trick to turn off version control on non-text files but still store them? How does Lore handle them better?
        • LtdJorge12 minutes ago
          You still want version control, and locking so that two artists don't concurrently edit the same asset.
    • bpicolo2 hours ago
      > It’s optimized for projects—including games and entertainment—that combine code with large binary assets, and caters for the needs of developers and artists alike.
    • pdpi2 hours ago
      When you have a game that weighs in at 100GB, only a tiny fraction of that is built from code. The rest of it is binary assets that most VCSs struggle with. What makes this worth considering is the fact that they designed it to handle binary assets.
    • hootz2 hours ago
      Apparently, how it handles binaries when developing games.
  • dankobgd2 hours ago
    never trust epic
  • UltimateEdge2 hours ago
    Ahah, the second and third links on the page are to GitHub
    • echoangle2 hours ago
      Well it seems to be intended for repos with large blobs like video games so it kind of makes sense that their own pure source code is still managed with git.
      • MBCook2 hours ago
        It makes total sense. It’s just kind of ironic.
    • AndriyKunitsyn2 hours ago
      Epic's Unreal Engine development is made in Perforce, and then it was mirrored to git/Github. Or that's how it was a couple years ago. That's kind of expected, VCS is one thing, a forge is another thing.
  • interpol_p2 hours ago
    Their docs seem entirely LLM written. It seems especially obvious in the FAQ. While I'm not against using LLMs for writing assistance, they've left a lot of the unnecessary language and typical stylistic choices in there, which erodes my trust in the project a bit. Perhaps it's a very good game-oriented version control system, but the lack of human attention on the docs makes me wonder how much they care
    • coldpie2 hours ago
      I reluctantly agree. I was interested to read the system design doc[1] but it's so many pages long and so full of redundant statements and needless details[2] that I gave up a couple sections in. The numerous "it's not X, it's Y" constructions give the game away. If they can't be bothered to read these docs themselves, why should I?

      Anyway it's probably fine software and I am genuinely going to give it a shot for a usecase I have involving large image files. But the LLM-generated docs don't inspire confidence.

      [1] https://epicgames.github.io/lore/explanation/system-design/

      [2] They literally have a section header "10.1 Revision state as a 320-byte fragment". The byte size isn't even relevant in the code as an implementation detail, much less belongs in a design doc. No one read this doc before publishing it.

    • tom_2 hours ago
      Yeah, I agree about the docs. I started on the system design page and my head started to swim after about 5 minutes. So exhausting to read!

      On the flip side, I expect the project itself will be workable - well, assuming they're actually using it themselves! UE is a big pile of Stuff on its own, and Fortnite must have god knows how much additional crap in there, so if this is (or will be) their replacement for Perforce internally, then it'll be getting a good deal of testing. (If they're just chucking it over the wall, though... well, sheesh, you first...)

      (Perforce is the standard thing for games, and pretty well it works too, and hopefully this will deliver it a well-needed kick. It was sold to private equity about 10 years ago, and it feels like they've been coasting ever since. (Perhaps users in other sectors are happier though?))

    • fwip2 hours ago
      Yeah, I hope I'm wrong, but it feels a little bit like "planned project no longer has internal support, let's see if we can make it open-source to garner goodwill and recoup some of our investment." Which isn't the worst thing that can happen.
  • LoganDark2 hours ago
    Interesting to note that this does not seem like a DVCS in the traditional sense because it depends on coordinating with a central server where all repositories will be hosted. I can't tell if servers can pull/push from eachother.
    • applfanboysbgon25 minutes ago
      It is not a DVCS.

      > 3.2 Explicit non-goals¶

      > Peer-to-peer decentralization. Lore is centralized by design. Two clients communicate through the remote, not directly.

  • moralestapia2 hours ago
    What a waste of a phenomenal domain name.
    • Razengan2 hours ago
      My first thought exactly :(
      • rirze2 hours ago
        I can't imagine it was cheap to acquire it, so any company with VC/big Corp money would've taken it any ways.
    • an hour ago
      undefined
  • wullbyte2 hours ago
    [dead]
  • throwaway613746an hour ago
    [dead]
  • dwrobertsan hour ago
    This is just going to become another way to lock developers into UE. Then they will start charging for licenses, same as Unity did for its versioning feature. It might be open source but that doesn’t stop the commercial use of it being charged for.