In game dev monorepo per product is often used, which includes game code, art assets, build system and tooling, as well as engine code that can receive project-specific patches. In Perforce, it's organised into streams, where development streams are regularly promoted to staging, then to release, etc.The benefit is the tooling, as the article mentioned. Everything in the repo is organised consistently, so I can make ad-hoc Python tools relying on relative paths knowing that my teammates have identical folder structure.
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