Is it even worth going down that route and try to get the artists using distributed version control? We could continue to store the source versions of assets (textures, models) in our existing SVN repository. So I'm pretty much rather looking for advice, tutorials, project tools that make it easy for artists to wrap their head around distributed version control, especially Hg and/or Git. Keep in mind that using something like Perforce, regardless of how suited it might be for the job, is not option for a free of charge open source project. So I'm looking for all kinds of advice how we could ease the version control workflow for artists. While distributed version control is great for developers with a technical background, it might seem overly complex and complicated for artist and other prolly less tech savvy devs. We haven't made a decision about which DVCS to use yet, but we will most likely end up using either Mercurial or Git. Right now the project mostly consists of programmers and we're considering to move from SVN to distributed version control to ease working with branches (and the associated merging process) and sending in patches. Our artists had a hard time to get started with using Subversion and to wrap their head around the concept of version control in general. Source versions of assets (models, textures) reside in a separate media branch, while the rendered versions of the assets (we're working on an isometric 2d game, so we actually use rendered 2d images of the 3d models in the game) reside close to the code, as they're needed to be in place to run the game. Right now we're using SVN for version control and store code and assets in the same repository. But as there are a couple of project management threads in here, I figured that this might be the right place to post in.Īnyway, I'm working in the project management department of an open source game.
#Smartsvn merge tutorial software
It's not software engineering related, but rather a project management topic.