9 февр. 2023 г. · Git may feel more familiar and standard for some people, in which case it might be more appealing. But plastic scm so far has been nicer to work ... |
19 апр. 2024 г. · They're both fine. Git is okay for small personal projects but causes headaches when you add tons of art assets; Perforce and Plastic have no ... |
17 янв. 2022 г. · Plastic SCM will hands-down beats Git for every other purpose than pure code changes. Which makes it a far better source control tool for a game ... |
13 окт. 2017 г. · We used to use PlasticSCM but switched to Git with LFS hosted on GitHub about 6 months ago and have been much happier. Setting up PlasticSCM was ... |
11 окт. 2022 г. · Compared to GIT and Perforce, Plastic is easier to manage and feels faster on big files/merges (although I haven't timed it, in fairness). ... |
22 февр. 2023 г. · I agree. Use git for work as well, and its just more powerful. But for solo dev or simple projects in unity I like the simplicity of plastic. |
27 февр. 2023 г. · Plastic was designed for larger projects with bigger file types. I would say this is an instance of “the grass is always greener with the other ... |
I've heard some tools, like PlasticSCM, are widely used in game dev because they handles large asset files better than git. Is it true ? Does this make a huge ... |
13 февр. 2022 г. · If not, i mean github is a really good working solution. But we wanted more control for gaming focussed SCM and git isnt really build for that. |
13 окт. 2023 г. · PlasticSCM works fine. The preferred option is Perforce. DON'T use git unless you are working alone. |
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