Yes, game development studios include their raw art and environment assets directly in source control, just like source code. That's because the source code and the assets for the game must go together and be synchronized. That also includes things like "blueprints" or scripting logic. Doing anything else (keeping assets desynchronized or using a secondary synchronization tool) is often an exercise in madness. You want everyone using one tool; most of the artists won't be nearly as technical and training them in an entirely different set of tools is going to be hard and time consuming (especially if they fuck it up.)
But honestly, you can ignore that, because Git doesn't even handle small amounts of binary files very well. Ignore multi-gigabyte textures and meshes; just the data model doesn't really handle binary files well because e.g. packfile deltas are often useless for binaries, meaning you are practically storing an individual copy of every version of a binary file you ever commit. That 10MB PDF is 10MB you can never get rid of. You can throw a directory of PDFs and PSDs at Git and it will begin slowing down as clones get longer, working set repos get bigger, et cetera.
The 300GB size of the Windows repository is mostly a red herring, is my point. Compared to most code-only FOSS repos that are small, it's crazy large. That kind of thing is vastly over-represented here, though. Binary files deserve good version control too, at the end of the day.
aseipp|2 years ago
But honestly, you can ignore that, because Git doesn't even handle small amounts of binary files very well. Ignore multi-gigabyte textures and meshes; just the data model doesn't really handle binary files well because e.g. packfile deltas are often useless for binaries, meaning you are practically storing an individual copy of every version of a binary file you ever commit. That 10MB PDF is 10MB you can never get rid of. You can throw a directory of PDFs and PSDs at Git and it will begin slowing down as clones get longer, working set repos get bigger, et cetera.
The 300GB size of the Windows repository is mostly a red herring, is my point. Compared to most code-only FOSS repos that are small, it's crazy large. That kind of thing is vastly over-represented here, though. Binary files deserve good version control too, at the end of the day.