P4merge unity12/28/2023 As a generalization, DVCSs are better for code collaboration and CVCSs are better for binary and asset collaboration. DVCSs presume the work will be merged as text files (code) and don't even have the option to lock the file - it's not in their nature. These are, in theory, much better for Artists, because they can lock individual files for editing, thus preventing other team members to "step on each other's toes" by editing the same files and doing redundant work. On the other hand there are Centralized VCSs like Perforce or SVN. Imagine you have a job to complete and 2 engineers to do it: one engineer that can complete a job within 30 hours, but he knows much more and is more popular (his name starts with G) and you have another engineer which can complete the same job within 5 hrs without much fuss (and his name starts with M). I also really liked how Mercurial did things in general, so Git vs Mercurial choice was very clear for me. I can echo the general attitude that you can learn Hg syntax within a day or two, while with Git I was constantly surprised as soon as I had to 'wander off the beaten path'. Having learned a bit of Git's peculiar syntax, I was curious to see how Mercurial (Hg) compares to it. Git has its drawbacks and complications, and having worked with EGit (extension for Eclipse that provides Git functionality) I found it to be very problematic. First, a little intro about VCS': why Mercurial for Game Development? In the past I have worked with another Distributed VCS you might have heard about - Git.
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