Jump to content

Branching per project (Game and Engine development)


Recommended Posts

Hi, I searched around to see if I found a confirmation of my assumption, but didn't. So I am looking to verify that. I've only started using Plastic, and I have not even scratched the surface.

Background: I am using UE4 for some personal prototyping.

 

What I am looking to do is have the core engine run as the mainline, branch off of that for whatever projects I want to do, have task branches off of the project branch, and have engine update, and generic engine modifications that will update the mainline, which could then be propagated down.

 

A way to look at it would be ( ASCII diagram :/ ):

 

EngineBase <-----------------------| (< bidirectional branches)

| (< unidirectional branches)       -> EngineIntegrationTasks
-> Project1                                  -> EngineModificationTasks

    -> FeatureTask1

    -> FeatureTask2

    -> ProjectSpecificEnginMod

    ...
-> Project2

    -> FeatureTask1

    -> FeatureTask2

    -> ProjectSpecificEnginMod

    ...

...

I hope that is clear enough.

 

I have previously been using perforce where branching effectively duplicates everything, and I would prefer to keep the disk consumption on my server as small as possible.

I assume this is possible and relatively sensible, but I wanted to confirm my assumptions.

Additionally, does branch switching always incur a network hit, or are the files cached on the working machine? Just wondering because my current repo is remote.

 

Thanks! :)

Edit: Also is it possible to restrict revision history fro binary files, or is the stored revision history pretty small?

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...