using github for bve development?
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using github for bve development?
Hi all
Recently when I was posting my development thread on a BVE forum there was this guy who suggested that I should try out this service called "github". According to him I could use it as a file repository so that even if I decide to give up developing due to personal reasons, others who are interested could step in and take over the project.
This caught my attention and I decided to take a look into this site. From what I have seen this site is not only a place to store files, but it actually presents some rather useful capabilities for a bve developer. According to my (limited) understanding of github, one can be able to create forks to the project without affecting the original copy, which means you can freely experiment on, for example, placement of freeobjs. Since I currently collaborate with another team of developers it seems we can also work on the route simultaneously, e.g. I would work on objects and scenery whereas the other developer focuses on signalling / plugins, etc. When we both finish our independent part we could "merge" the two together.
At the same time I am also aware that github is used for conventional software projects, of which bve development is not. Since a bve route contains a huge number of images / texture files, wouldnt it mean that different versions of these images would be stored online so that you could restore a previous version at anytime (which would cost a lot of storage space)?
Anybody here has experience using github, could you tell please tell me if this idea is feasible (or even possible)?
Thanks for your attention.
Recently when I was posting my development thread on a BVE forum there was this guy who suggested that I should try out this service called "github". According to him I could use it as a file repository so that even if I decide to give up developing due to personal reasons, others who are interested could step in and take over the project.
This caught my attention and I decided to take a look into this site. From what I have seen this site is not only a place to store files, but it actually presents some rather useful capabilities for a bve developer. According to my (limited) understanding of github, one can be able to create forks to the project without affecting the original copy, which means you can freely experiment on, for example, placement of freeobjs. Since I currently collaborate with another team of developers it seems we can also work on the route simultaneously, e.g. I would work on objects and scenery whereas the other developer focuses on signalling / plugins, etc. When we both finish our independent part we could "merge" the two together.
At the same time I am also aware that github is used for conventional software projects, of which bve development is not. Since a bve route contains a huge number of images / texture files, wouldnt it mean that different versions of these images would be stored online so that you could restore a previous version at anytime (which would cost a lot of storage space)?
Anybody here has experience using github, could you tell please tell me if this idea is feasible (or even possible)?
Thanks for your attention.
devilreborn- Posts : 30
Join date : 2012-06-15
Age : 27
Location : Hong Kong
Re: using github for bve development?
I've no doubt it would be perfectly suitable as a repository for a project undertaken by multiple developers. So would Dropbox, come to that. I never looked at github, though I've used Dropbox as a means of sharing route betas with the people who help me by testing them.
Re: using github for bve development?
Mh, Gray, there's a decisive difference. Github is as much more than SVN as SVN is more than a simple filehoster. It's a whole new world. The system (Git) was first developed for the Linux source code development. Any authorised user can add changes to the files - and the system keeps track of all the changes, shows them all to the project administrator (here it would be the main route author), letting them decide what goes in and what does not. This way several people can work on the very same text file without getting into any conflicts.
I have no knowledge whether the system can and will also manage non-text files like textures. Surely it won't be able to re-merge different texture versions. But I see no reason at all why this shouldn't work for the route files, cab files etc. - if you have a project with several people working on the same route, this is probably the way to go. This way you could even work all on the same part of the route with different tasks - one person for vegetation, one for trackwork, one for signalling stuff...
I have no knowledge whether the system can and will also manage non-text files like textures. Surely it won't be able to re-merge different texture versions. But I see no reason at all why this shouldn't work for the route files, cab files etc. - if you have a project with several people working on the same route, this is probably the way to go. This way you could even work all on the same part of the route with different tasks - one person for vegetation, one for trackwork, one for signalling stuff...
Quork- Posts : 1437
Join date : 2012-05-05
Age : 32
Location : Hofheim a.T., Hessen (Hesse), European Union
Re: using github for bve development?
This all sounds like what you can do with Google sites.
I have a site in Bve4trains.com for people who can sign in too both download and upload to it.
I also use it as a WIP store so I don't loose them if my computer crashes, these can also be downloaded by anyone with access.
So last week Martin Corbett downloaded a WIP cabview train I am working on and gave me some great feedback on it.
Or cab good, motor sounds nothing like it! lol..
He also suggested I should add a slushy continuous farting sound to it for when it was 'working'.
I have a site in Bve4trains.com for people who can sign in too both download and upload to it.
I also use it as a WIP store so I don't loose them if my computer crashes, these can also be downloaded by anyone with access.
So last week Martin Corbett downloaded a WIP cabview train I am working on and gave me some great feedback on it.
Or cab good, motor sounds nothing like it! lol..
He also suggested I should add a slushy continuous farting sound to it for when it was 'working'.
Stevegr- Posts : 188
Join date : 2013-01-01
Re: using github for bve development?
Nope, you can't do this with Google sites. Google sites don't manage your files while they're in development, keeping track of all parallel versions, of all changes, giving you the tools to manage those versions, files, changes. Keep in mind such things as SVN-style systems years ago and Git-style systems nowadays are developed with very huge projects in mind, with big crowds working on something; both in the open source spectrum (e.g. Linux, Firefox) and in the industries. There can be hundreds of people, all working on the same project. You need powerful tools to keep it all together. For a two men (in the gender-neutral meaning) group working together in the way that one of them makes the textures for the cab and the other one the sounds, Github is unbelievable overkill obviously and would not do any good at all. But already if both are working on the same route, e.g. one building house objects and adding them into the route file while the other one is building tree objects and adding them into the route file, Github might be a very sensible way to go indeed.
Quork- Posts : 1437
Join date : 2012-05-05
Age : 32
Location : Hofheim a.T., Hessen (Hesse), European Union
Re: using github for bve development?
Good grief Steve ! If my farts ever sound like that then I'll be going to the Doc's !
Incidently, I've updated my site today.......
Incidently, I've updated my site today.......
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