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  1. #21
    Player
    spellsnare's Avatar
    Join Date
    Aug 2013
    Location
    trois-rivières
    Posts
    67
    Character
    Zarli Rexil
    World
    Gilgamesh
    Main Class
    Bard Lv 79
    don<t worry fernehalwes your stuff your bring us is never bored we can see how hard your work to bring us a beautiful game and try hard to add some content we want. keep up the good work your dev team and community team to your are the best listener in all MMORPG time. That why i enjoy so much your game you listen your player base and that i have my full respect.

    P.S : dont throw rock in me please but if only other company like you SE and the dev team for FF 14 ARR can make a exemple on you. We can have all time beautiful game wicth no day one pacth and maybe no crash or corrupted file and etc in day one release
    (0)

  2. #22
    Player
    AlexionSkylark's Avatar
    Join Date
    Sep 2013
    Posts
    722
    Character
    Alexion Skylark
    World
    Behemoth
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Magis View Post
    So you guys are using SVN eh?
    Actually it'd be quite understandable if they used Git. Maybe Mercurial, tho I don't think Hg was around by the time ARR development started, and people don't usually change VCSses mid-project.
    (0)

  3. #23
    Player
    uppfinnarn's Avatar
    Join Date
    Mar 2014
    Posts
    10
    Character
    Dalamud Popoto
    World
    Odin
    Main Class
    Summoner Lv 60
    There's another reason why game developers in particular typically use Subversion (SVN) rather than Git or what have you: these are built largely with text in mind, and handles this beautifully. You can even get some images in there. But when you start to ship around gigabytes of binary assets (models, textures, tables, ...), these newfangled, decentralized VCSes slow to a crawl as it budges under the sheer weight of all that data, and your working copy starts to grow in size very, very quickly.

    SVN has a design based around a central, authoritative copy, rather than each user's working copy being authoritative on its own. This means the client doesn't have to hold every version of every file in the repository, it can just ask the server for older revisions when it needs them, and scan through a manageable amount of data on the client side.

    When you have a strictly defined team, such as when you're a game developer, a central server to house all the data, and a large amount of binary assets that all have to be versioned as well, you'll find that a centralized VCS works a lot better than a decentralized one.
    (0)

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