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Version Management
for Game Developers
Sven Erik Knop
Perforce Software
2
What we do
 Perforce helps delivery teams build
complex products collaboratively,
securely and efficiently.
 Commonly used for…
• Software
• Games
• Electronics
• Animations
• Chipsets
• Medical Devices
• IoT
Global 24x7 Support
3
Why version management?
4
What is Version Management?
src
img
game.cc
game.h
test.cc
knight.psd
armour.png
shield.psd
File @1 @2 @3 @4 @5 @6
game.cc #1 #2
game.h #1 #2
test.cc #1 #2 #3 #4
knight.psd #1 #2 #3
armour.psd #1 #2 #3
shield.psd #1 #2 #3
5
Working with Version Management (1)
#include <game.h>
int main()
{
InitialiseGame();
PopulateWorld();
SetUpOpponents();
StartUpGame();
}
6
Working with Version Management (2)
#include <game.h>
#include <login.h>
int main()
{
LogOnUser();
InitialiseGame();
PopulateWorld();
SetUpOpponents();
StartUpGame();
}
7
Working with Version Management (3)
#include <game.h>
#include <loot.h>
int main()
{
InitialiseGame();
PopulateWorld();
SeedLoot();
SetUpOpponents();
StartUpGame();
}
8
Working with Version Management (4)
#include <game.h>
#include <login.h>
#include <loot.h>
int main()
{
LogOnUser();
InitialiseGame();
PopulateWorld();
SeedLoot();
SetUpOpponents();
StartUpGame();
}
9
Merging ...
#include <game.h>
int main()
{
InitialiseGame();
PopulateWorld();
SetUpOpponents();
StartUpGame();
}
#include <game.h>
#include <login.h>
int main()
{
LogOnUser;
InitialiseGame();
PopulateWorld();
SetUpOpponents();
StartUpGame();
}
#include <game.h>
#include <loot.h>
int main()
{
InitialiseGame();
PopulateWorld();
SeedLoot();
SetUpOpponents();
StartUpGame();
}
#include <game.h>
#include <login.h>
#include <loot.h>
int main()
{
LogOnUser();
InitialiseGame();
PopulateWorld();
SeedLoot();
SetUpOpponents();
StartUpGame();
}
Base
Source
Target
Merged
10
Working together on binary files
 Merging for binary files?
 Locking!
11
Single of Source of Truth
12
Challenges in Games Development
 Why is Games Development so hard?
• Besides the obvious I mean …
 Average AAA game:
• 100 of thousands of files
• 1 TB+ source code and assets at HEAD
• 50GB + changes a day
• 100+ Team size
13
Consequences
 Continuous integration
• Builds take minutes (incremental) to hours (full)
• Smoke tests?
• Full tests?
 Who broke the build?
 HEAD is not stable!
14
Coding practices compared
 Different ways to organise your sources
 There is no single best way
• Team size
• Target platform: Mobile/Console/PC/4K/…
• Rate of change
• Iteration frequency
15
Single Code Line
Head
Stable Head still stable?
16
Development branches
Long-lived development branches can cause
problems
17
Task/Feature branches
Keeping feature branches short-
lived avoids severe merge
conflicts
18
3-way merge for binary assets?
 Images?
 3D models?
 Sound files?
 Locking!
 Across branches?
19
Component-based
Shared trunk
Separate trunks
20
Trunk-based Development
Trunk
Release
Extended testing for release
Requires tooling!
Stable
21
Milestone branches
Stabilise in separate branch
Merge fixes, ignore hacks
Perforce Helix
23
Flexible Workflow
Version control, code reviews, simple file sharing, distributed,
Git
Fast and Scalable
From 10 to 10,000+ users, unlimited files
Every file
Efficiently handles large, often binary, data
All contributors
Familiar tools, natural workflows
Anywhere
Supports geographically distributed teams
Secure
Granular permissions, theft risk monitoring
Open and Extensible
APIs and integration hooks for customization
Introducing Perforce Helix
Next Generation Hybrid Version Management
24
IDEs
Integrated into your workflow
Game
Engines
Build/CI
Image and
3D Tools
+ APIs and many other tools
25
Distributed Single Source of Truth
Versioning Service
Proxy
Proxy
Edge Service
(humans)
D/R
Edge Service
(automation)
26
Helix Streams
27
How do I start?
 Perforce is free (without restrictions)
• For educational purposes
• For Open Source projects
• For 5 users / 20 workspaces
 www.perforce.com
 Hosted, for example, by Assembla (www.assembla.com)
Thank You
Questions?

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Sven Erik Knop, Perforce

  • 1. Version Management for Game Developers Sven Erik Knop Perforce Software
  • 2. 2 What we do  Perforce helps delivery teams build complex products collaboratively, securely and efficiently.  Commonly used for… • Software • Games • Electronics • Animations • Chipsets • Medical Devices • IoT Global 24x7 Support
  • 4. 4 What is Version Management? src img game.cc game.h test.cc knight.psd armour.png shield.psd File @1 @2 @3 @4 @5 @6 game.cc #1 #2 game.h #1 #2 test.cc #1 #2 #3 #4 knight.psd #1 #2 #3 armour.psd #1 #2 #3 shield.psd #1 #2 #3
  • 5. 5 Working with Version Management (1) #include <game.h> int main() { InitialiseGame(); PopulateWorld(); SetUpOpponents(); StartUpGame(); }
  • 6. 6 Working with Version Management (2) #include <game.h> #include <login.h> int main() { LogOnUser(); InitialiseGame(); PopulateWorld(); SetUpOpponents(); StartUpGame(); }
  • 7. 7 Working with Version Management (3) #include <game.h> #include <loot.h> int main() { InitialiseGame(); PopulateWorld(); SeedLoot(); SetUpOpponents(); StartUpGame(); }
  • 8. 8 Working with Version Management (4) #include <game.h> #include <login.h> #include <loot.h> int main() { LogOnUser(); InitialiseGame(); PopulateWorld(); SeedLoot(); SetUpOpponents(); StartUpGame(); }
  • 9. 9 Merging ... #include <game.h> int main() { InitialiseGame(); PopulateWorld(); SetUpOpponents(); StartUpGame(); } #include <game.h> #include <login.h> int main() { LogOnUser; InitialiseGame(); PopulateWorld(); SetUpOpponents(); StartUpGame(); } #include <game.h> #include <loot.h> int main() { InitialiseGame(); PopulateWorld(); SeedLoot(); SetUpOpponents(); StartUpGame(); } #include <game.h> #include <login.h> #include <loot.h> int main() { LogOnUser(); InitialiseGame(); PopulateWorld(); SeedLoot(); SetUpOpponents(); StartUpGame(); } Base Source Target Merged
  • 10. 10 Working together on binary files  Merging for binary files?  Locking!
  • 12. 12 Challenges in Games Development  Why is Games Development so hard? • Besides the obvious I mean …  Average AAA game: • 100 of thousands of files • 1 TB+ source code and assets at HEAD • 50GB + changes a day • 100+ Team size
  • 13. 13 Consequences  Continuous integration • Builds take minutes (incremental) to hours (full) • Smoke tests? • Full tests?  Who broke the build?  HEAD is not stable!
  • 14. 14 Coding practices compared  Different ways to organise your sources  There is no single best way • Team size • Target platform: Mobile/Console/PC/4K/… • Rate of change • Iteration frequency
  • 15. 15 Single Code Line Head Stable Head still stable?
  • 16. 16 Development branches Long-lived development branches can cause problems
  • 17. 17 Task/Feature branches Keeping feature branches short- lived avoids severe merge conflicts
  • 18. 18 3-way merge for binary assets?  Images?  3D models?  Sound files?  Locking!  Across branches?
  • 20. 20 Trunk-based Development Trunk Release Extended testing for release Requires tooling! Stable
  • 21. 21 Milestone branches Stabilise in separate branch Merge fixes, ignore hacks
  • 23. 23 Flexible Workflow Version control, code reviews, simple file sharing, distributed, Git Fast and Scalable From 10 to 10,000+ users, unlimited files Every file Efficiently handles large, often binary, data All contributors Familiar tools, natural workflows Anywhere Supports geographically distributed teams Secure Granular permissions, theft risk monitoring Open and Extensible APIs and integration hooks for customization Introducing Perforce Helix Next Generation Hybrid Version Management
  • 24. 24 IDEs Integrated into your workflow Game Engines Build/CI Image and 3D Tools + APIs and many other tools
  • 25. 25 Distributed Single Source of Truth Versioning Service Proxy Proxy Edge Service (humans) D/R Edge Service (automation)
  • 27. 27 How do I start?  Perforce is free (without restrictions) • For educational purposes • For Open Source projects • For 5 users / 20 workspaces  www.perforce.com  Hosted, for example, by Assembla (www.assembla.com)