Author: Microsoft Developer - Bewertung: 4x - Views:59
Version control for game dev is messier than for regular software. You've got binary assets that can't be merged, artists who want file locking, and developers who want to move fast. Those two worlds don't naturally get along.
Andy and Stacey dig into how version control actually works in game studios, walk through setting up git for a real Godot project in the terminal, and cover Git LFS, the piece that makes git viable when your repo is full of textures, audio, and 3D models.
🚀 What You'll Learn
• How centralized (SVN/Perforce) and distributed (git) version control differ
• How Git LFS handles binary assets: pointer files, separate storage, and reduced local repo size.
• How file locking works in Git LFS and why it matters for game assets.
• Git fundamentals in the terminal: init, add, commit, push, pull, branching, and merge conflicts.
• Best practices for Unity and Godot projects: scene structure, .gitignore, commit hygiene, and keeping your main branch stable.
⏱️Chapters
00:00:00 Intro
00:01:35 Centralized vs. distributed
00:08:31 Creating a repo on GitHub
00:14:49 Setting up git in the terminal
00:23:18 Branching
00:34:59 Merge conflicts
00:38:45 Git LFS for binary assets
00:48:29 Best practices
🔗 Links & Resources
Git — https://git-scm.com
Git LFS — https://git-lfs.com
GitHub — https://github.com
Godot C# Essentials series — https://youtu.be/0Pf41YBedMk
📺 Watch the full series: https://aka.ms/Quest-to-Compile
#git #GameDev #VersionControl
#GameDevelopment #gitlfs #GitTutorial #GodotEngine #Unity3d #GitForGameDev #Perforce #SVNvsGit #DevOps #GameDevWorkflow #IndieGameDev #SoftwareEngineering
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