Source Control
by Darren Brooke · in Torque 3D Professional · 06/22/2011 (6:25 am) · 3 replies
I'm looking for input on how best to handle source control (git/svn) for a typical T3D project.
Given that there are several components required under source control:
How do you place the different working directories under source control?
Would you normally have one repo for each project intallation in the T3D root?
Separate out engine code and script code into two repositories?
How do you cater for the source in ./My Project/Project/source? Should that be included as part of the engine repo or a separate game repo?
Git is currently my preference (although I'm more used to working with svn)
I have recently been creating my repos one per T3D root, however it occurs to me that this may not be the best way of working for many reasons.
Thanks in advance,
Given that there are several components required under source control:
T3D
+-Engine
+-My Projects
+-Project
+-buildfiles
+-VisualStudio xxxx
+-game
+-source
+-web How do you place the different working directories under source control?
Would you normally have one repo for each project intallation in the T3D root?
Separate out engine code and script code into two repositories?
How do you cater for the source in ./My Project/Project/source? Should that be included as part of the engine repo or a separate game repo?
Git is currently my preference (although I'm more used to working with svn)
I have recently been creating my repos one per T3D root, however it occurs to me that this may not be the best way of working for many reasons.
Thanks in advance,
#2
06/22/2011 (9:08 am)
You need the root Tools folder if you use the project generator batch files.
#3
With T3D's new model, where project source is separate from engine source, I'd probably go with separate repos for engine source (which contains changes relevant to all your projects) and projects (which contain source changes for that project, and scripts, etc.).
06/22/2011 (4:29 pm)
I've kept source and scripts in the same repo for the last few repos I've started - I used to not do this, but with any extensive source changes, you're going to have to make script changes in tandem, and it's useful to actually have a record of these, let alone be able to revert them when you mess something up.With T3D's new model, where project source is separate from engine source, I'd probably go with separate repos for engine source (which contains changes relevant to all your projects) and projects (which contain source changes for that project, and scripts, etc.).
Torque 3D Owner Bloodknight
Bloodknight Studios
I also have kept projects and source separated, which while making the setup for other peopleto access much simpler, it potentially causes issues with a mismatch between source and VS project files if you run more than one project (this is probably only an issue for me because i cant figure out how to add 'local' source files and get them working correctly).
Of course, if your repository is your own local one then diskspace isnt an issue at all, at which point ease of use suggests you just repo the whole root.