Epic Games Announces Lore Open-Source Version Control System (phoronix.com) 35
Epic Games has released Lore, an MIT-licensed version control system written in Rust and designed specifically for "games and entertainment purposes with large file sizes," reports Phoronix. From the report: While there is Git LFS for large file storage with Git, Epic Games has crated Lore as a version control system designed entirely around the large file needs of modern game development as well as multimedia/entertainment purposes. Lore is designed to be fast and efficient for large files including binary files, and be easy-to-use including for 3D artists and more.
The Lore documentation elaborates more on its differences and motivation for development compared to Git: "No existing system was designed for the combination of constraints that large game and entertainment projects require: arbitrary content types, multi-axis scale, multi-tenant safety, and a fully open specification and license. [...] Lore is designed to combine what works in each (Git's content-addressed revision graph and centralized systems): a centralized server-of-record for durability, access control, and conflict resolution; content-addressed storage with fragment-level deduplication that is as effective on a multi-gigabyte binary as on a kilobyte of text; sparse, lazy working copies that materialize only what you need; free branching; and a fully open, publicly versioned specification and MIT license. Normal editing operations -- staging, committing, branching, diffing -- never require a network round trip." You can learn more at Lore.org. All the code is available on GitHub.
The Lore documentation elaborates more on its differences and motivation for development compared to Git: "No existing system was designed for the combination of constraints that large game and entertainment projects require: arbitrary content types, multi-axis scale, multi-tenant safety, and a fully open specification and license. [...] Lore is designed to combine what works in each (Git's content-addressed revision graph and centralized systems): a centralized server-of-record for durability, access control, and conflict resolution; content-addressed storage with fragment-level deduplication that is as effective on a multi-gigabyte binary as on a kilobyte of text; sparse, lazy working copies that materialize only what you need; free branching; and a fully open, publicly versioned specification and MIT license. Normal editing operations -- staging, committing, branching, diffing -- never require a network round trip." You can learn more at Lore.org. All the code is available on GitHub.
Storing 'Data' (Score:5, Funny)
It's all well and good until Lore steals Data's emotion chip.
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Haha I have to admit that, seeing the headline, my first thought was "of course, being Epic, they had to name this after the evil brother..."
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Does this make Epic the Crystalline Entity?
[Yawn] (Score:2)
Aircraft manufacturing data. Done. Decades ago.
The weight of the documentation must be greater than the weight of the airplane before it is permitted to fly.
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This could actually be great! (Score:5, Interesting)
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Huh. Now you've got me wondering whether the members of our department's PR team are holding down second jobs in your art department.
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Git's been about 20 years in use (Score:2)
Linux switched to Git in 2006.
A replacement is needed, even if it is a wrapper on top of git. (Yes Lore is not git)
The dozens of non-programmer people we've had to train on using Git and the fundamental disconnect of terminology git uses is a negative.
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You're in a tough spot. I don't think there's a real solution past telling them, "I told you it wouldn't work, there's nothing I can do. Next time, drag it to your computer before you open it in Photoshop (or whatever)."
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In Adobe's case th
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Unless they've changed things.
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The idea of trying to herd "creative" cats into using an obscure version control.
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I think the most viable thing these days is probably Scalar, which is the successor to VFS for Git and has been integrated into g
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I actually built a basic versioning system using Photoshop scripting for our animation studio's 2D department like a decade ago because we had a lot of 2D artists for a new project after a couple of years of me being the only 2D artist in the studio.
We already had pretty beefy and fast storage servers because the render farm needed to have access to all the 3D data anyway.
So I basically wrote a UI panel in Photoshop that allowed you to navigate to a specific asset in the show's hierarchy and commit a versio
Perforce (Score:5, Interesting)
Perforce does all of that (and provides Git compatibility) but is not open source. In fact Epic games uses Perforce extensively, so this is there way of getting out from under the licensing fees.
https://www.perforce.com/
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BitKeeper also did everything Git could back in the day.
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> BitKeeper also did everything Git could back in the day.
BitKeeper could do things Git couldn't even dream about (because Git didn't exist).
Every masterpiece (BitKeeper) has its cheap copy (Git). :) :)
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He won't listen to you (Score:2)
He let's Claude bang his wife for him.
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Gemini also says you forgot how to think, which we know because you thought people would be glad to see some slop from the worst LLM there is.
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I run my own Perforce server infrastructure on a secondhand rack server for handling 3D art, because even though it's a massive pain in the ass, it's still preferable to trying to use Git for the same purpose.
bitter (Score:2)
Somebody is mad that the git maintainers think their ideas are dumb.
BTW where did bitkeeper go, Epic?
It's open source now (Score:2)
They open sourced it when it was clear that git won, and only legacy bk users were going to keep using it.
Re: It's open source now (Score:3)
They were a picky self serving bitch until the last second of their beauty evaporated then they open sourced like the friendly cool girl they never were.
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They sure taught Tridgell a lesson, didn't they? /s
great news (Score:1)
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Perforce and Alienbrain come the closest to cleanly mapping onto the workflow needs of the art team in game studios. In some places the coders from dev side were forcing Git onto the art team and I can speak from extremely infuriating personal experience that Git, in that context, is a disaster and an active hindrance. It's made for code. It gets in the way of handling art content in that environment.
I trust Epic has run into that themselves and designed Lore to go around those problems.
Is projfs going to be like the old ClearCase? (Score:2)
Is projfs going to be like the old ClearCase version-controlled filesystem from back in the old days?
That would be completely awesome.
THANK GOD (Score:2)
I'm maxed out on my free Perforce license and I will never, EVER use Git for art content again even if you put a gun to my head.
I've been hoping somebody would tackle this need as a FOSS project for a long time. Thank you, Epic!
Now I gotta figure out how to migrate multiple Perforce depots to this.
git annex (Score:1)
Instead of git LFS, "git annex" provides everything needed apparently (and more). Especially on the offline, deduplication, lazy and multi-tenant part.
Not sure what "fragment-level" deduplication means, but as rsync is also supported as transport in git annex, the point should be covered too.