@bitinn@mastodon.gamedev.place
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bitinn

@bitinn@mastodon.gamedev.place

Trying my best to talk more about gamedev | currently Tech Artist and R&D at an AAA publisher.

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sinbad, to random
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Bleh, Git 2.45 broke fresh clones of repos using git-lfs because they disallow post-checkout hooks by default, this broke my overnight game builds. https://github.com/git-lfs/git-lfs/issues/5749

Should be fixed in Git 2.45.2 apparently, but the temporary workaround is to define the env var GIT_CLONE_PROTECTION_ACTIVE=false during clone

bitinn,
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@sinbad UE is perhaps uniquely better for git because of the asset file format (even asset files are uasset), try Unity and you would be very very mad.

bitinn,
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castano, to random
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Is there a way not to burn quithub's LFS quota on github actions?
I have a repo with GBs of LFS data, and it looks like the checkout action downloads the entire thing every time it's triggered.
This is not only is extremely wasteful, but also gets expensive very quickly!

bitinn,
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@castano I have a feeling this might be working as intended, even on an indie project it burns bandwidth faster than anything else I have seen.

bitinn, to gamedev
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Can older gamedev share some wisdom on how crunch manifest in the early 90-00s era?

These days crunch feels like a “feature” of game industry:

  • yes, by market cap we are definitely one of the biggest video game companies.

  • but even within it, your choice is to either crunch to meet increasingly difficult deadline;

  • or see your project cancelled in 2-4 years, then either continue on with other big projects or get layoff.

Are the 90s’ crunch different?

#gamedev

bitinn,
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@dphrygian yeah it is one of my working theories: cycles. Both the cycle for a big game is longer and the cycle of game market is at a point where you go big or go broke.

But still, we are creating much more values then before, the market matured, yet the project management regressed?

bitinn,
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My question here can be shorten into:

Are we worse of, globally, in comparison to the “EA Spouse” era?

3 factors:

  • In recent years, GDC survey suggest crunch is reducing. But I have always suspect it is undercounting crunch in non-western part of the world.

  • Crunch are now much longer, not weeks or months, but year long.

  • The assumption from leadership is those who don’t crunch will get replaced by those who do, eventually, though project cancellation and layoffs.

bitinn,
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@bentomn yeah, the problem for large company is sometimes the “cutting scope” option are not even on the table.

bitinn,
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@DKesserich @dphrygian changing design is definitely a huge factor in overtime and burnout.

In my part of the world, it often feels like leadership insists on keeping the same scope but also demand the team to deliver faster.

If you can’t, no problem, we will find those who can; and there are enough people on the market who will make such sacrifice.

bitinn,
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@obviousdwest I do agree with you 100%, but clearly few at the top is listening. They still think they can move fresh people in and keep the same momentum and knowledge. It is madness.

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