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One could argue that the traditional source control model (where everyone has a copy on their own machine) isn't a great way to deal with huge binary assets. I've worked on game projects where the binary churn was on the order of gigabytes a day. Even though everyone was physically co-located, when everyone arrived at 10am and started to update to head, a hundred computers all trying to download the days worth of 2 gigs of assets over the network didn't make for a pretty picture.

You can try to cronjob the updates, staggered around 4am. Or you can realize that the majority of people are only modifying a subset of these assets, and roll your own link-based asset manager for large binaries.




Yes, absolutely, you wouldn't want everyone to keep pulling all data, git-style. The programmers usually only need the assets in the game-ready format, not the source models, textures, etc. which are typically much larger, and only needed by the artists/level designers working with them.




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