There are a lot of version control systems available, including open-source ones such as Subversion, Git, and Mercurial, plus commercial ones such as Perforce. How well do they support the process ...
While developing the assets for the game, (meshes, textures, sounds, videos) ho do you manage them? Keeping them together with the source code inside the versioning system? (perforce, git, etc…) Or ...
I have a Unity project without any version control, and I need to share it with another developer so that both of us can work on the project. What strategies should be use that play nice with Unity ...
We need something where we can check files out, edit them, check them back in and then build from the them. Something like Google Docs where we can edit the same code at the same time would be a ...
Possible Duplicate: Version control for game development - issues and solutions? What are some good (free or open-source) Version-control packages for developing games, and what are any ...
I have started working on a personal project using Unity with a friend and we've set up our own source control system. I am aware of the fact that there are many types of files, namely those that are ...
As a developer I'm used to Subversion for source control and I think it's great for sharing source code between developers. Now thinking about my graphists and game designers, they need to have a ...
Does anyone know if there's a best practice for labeling game versions. I'm not sure if there's a standard name for it other than versioning but what I mean is basically: 1.0 1.1 1.2 1.3.1 beta
Another developer and I have begun to experiment with the Unreal Development Kit and have installed the UDK to our local computers. He's been toying around and experimenting and has some basic code ...
For a new project in UDK, I'd like to set up a Git repository for version control and a CruiseControl.NET-based continuous integration solution. The good news is that he first part seems easy enough ...