就游戏公司来说,需要管理大量除了代码以为的东西,比如:3D模型,纹理,以及其他元数据,这是SVN无法胜任管理的东西,perforce却可以,这也是为什么顽皮狗,EA这些游戏工作室用P4的原因
主要还是SVN和GIT都对二进制文件支持很差.GITHUB还特别针对大型文件做了GIT-LFS插件用来支持这种超大文件. 而大型研发公司.特别是做3D软件的.分分钟容量爆棚 就算是普通的2D游戏.你如果让美术把PSD文件和素材都穿上SVN或者GIT.你都会发现基本上要爆炸了. 但是我个人很反感P4.因为使用起来很原始.提交流程很复杂.你文件不checkout.在本地就是只读的.也许通过做branch可以解决.但是我们前面说到什么了? P4的优点就是大文件的存储.你做branch要是切分的很科学还好.要是用的不科学么.....呵呵呵呵呵呵呵....
下面是一段P4对GIT的比较
Git can't handle large repositoriesOkay this is subjective because it depends on your definition of large. When I say large, I mean about 6 gigs or so. Because your company's source tree is probably that large. If you have the power, you will use it. Maybe you check in binaries of all your build tools, or maybe for some reason you need to check in the object files of the nightly builds, or something silly like that. P4 can handle this because it runs on a cluster of servers somewhere in the bowels of your company's IT department, administered by an army of drones tending to its every need. It has been developedsince 1995 to handle the strain. Google also uses Perforce, and when it started to show its strain, Larry Page personally went to Perforce's headquarters and threatened to direct large amounts of web traffic up their executives' whazzoos until they did something about it. Git has none of that. The typical git user considers the linux kernel to be a "large project". If you've looked at Linus's git rant on Google code, take a listen to see how he sidesteps the question of scalability. Don't believe me? Fine. Go ahead and wait a minute after every git command while it scans your entire repo. It's maddening because its long enough to be annoying, but not enough time to skim Geekologie.
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