Launch HN: Diversion (YC S22) – Cloud-Native Git Alternative

280 points by sasham ↗ HN
Hi Everyone! We’re Sasha and Egal, co-founders of Diversion (https://diversion.dev). We’re building a modern, cloud-native version control. Our first users are game developers, who like its simplicity and scalability. See a quick demo here: https://youtu.be/DD0XkL8kDYc

Why a new VCS? There is no doubt that Git vastly improved our lives, and played a significant role in the advancement of software development over the past 18 years. But - it was built for a very different world in 2005 (slow networks, much smaller projects, no cloud), and is not the perfect tool for everyone today.

The biggest drawback of Git is its limited scalability - both in repository and file sizes, and the number of concurrent users. This is the reason Google and Meta built their own version control systems. It’s also the reason why other large companies, most notably in games development, semiconductors and financial services are still using legacy tools like SVN and Perforce.

Another issue we’re trying to fix is Git’s famous complexity. In our previous startup, a data scientist accidentally destroyed a month’s work of his team by using the wrong Git command (EDIT: we were eventually able to restore from a non-updated repo clone, after a few hours). As a developer who used CVS and SVN before Git was created, I often wondered why Git is so difficult to learn, compared to other tools.

On the other hand, Git’s branching and merging abilities are exceptional - this has enabled the modern software development methodologies that we all take for granted today (e.g. feature branches, CI/CD), greatly improving developers’ velocity.

We were wondering - is it possible to create an easy-to-use, fast, scalable version control system, with Git’s branching capabilities? And what else can be improved, while we’re at it?

One thing available in modern cloud tools is real-time collaboration (e.g. Google Docs, Figma). While developers don’t necessarily want their work in progress to be visible to everyone, it may be very useful to easily share it when you want to get feedback before a commit, to detect and prevent merge conflicts, and to have visibility into which parts of the codebase are being changed by others.

Diversion is built on top of distributed storage and databases, accessible via REST API, and runs on serverless cloud infrastructure. Every repository operation is an API call (commit, branch, merge etc.). The desktop client synchronizes all work in progress to the cloud in real time (even before a commit). Users can work with Diversion using an interactive CLI, Web UI, or IDE plugins (currently JetBrains, more coming soon). The Web UI allows to perform most basic operations, without needing to install a desktop client.

Diversion is compatible with Git, and can synchronize with existing Git repositories (each new commit in Diversion goes into Git, and vice versa). We’re planning to release it as open source once the code base matures, and when we implement an open source repositories directory on our website (naturally, Diversion’s code is managed on Diversion!)

We’re in open beta, you can try it here (https://diversion.dev) (click Get Started). It’s completely self-service and there’s no need to talk to anyone, and it’s free for small teams (https://diversion.dev/pricing).

Building a version control is hard (as we have learned), and Diversion still has a long way to go. We are currently working on improving speed, CI integrations, plugins to IDEs and game engines, and other usability improvements. We would love to hear your thoughts and feedback on what we’ve got so far!

439 comments

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Focusing on Git seems like completely the wrong pitch. Git is a distributed VCS - in all your examples you were clearly trying to use Git in a centralized manner with no backups. I suggest focusing more on your own product than on Git.
You're totally right, we were using BitBucket and pushing and pulling from there. It's really more of a centralized manner, but this is the usual workflow for most teams and companies and what they actually need (a single source of truth). Totally agree about backups, lesson learned :)
Until the day, the company is target by a ransomware group and everything is switched off in panic. Or the day the network connection of a building goes down. Requiring a REST api in the cloud for every VCS is command bytes hard then. We had this before with SVN and it wasn't nice.
I want to add counter-feedback. I think focusing on git's weaknesses is really appealing. My background is more ML research and data and I viscerally connect with your pitch around both git's limited scalability and the complex/dangerous nature of git operations (ML researchers + git is not great).
Tbh they should really just learn it. It's super simple and powerful
So it sounds to me as you are trying to create a replacement for BitBucket\GitHub and their ilk, not Git. This may be a worthwhile task. Maybe it makes sense to concentrate on this in your pitch.

For BitBucket\GitHub\GitLab and for workflows enabled by them Git is just an underlying technology. Some of the functionality of these services is implemented using Git commands very clumsily. Some Git commands don't make sense or are dangerous in such environment\workflow. Yet Git interface is fully exposed to the users of these systems.

(Despite your statements and example, Git commands are not dangerous in the sense that they can destroy information already pushed to the repo. However, as your example demonstrated, they are dangerous in the sense that to recover from them requires expert knowledge and capabilities.)

Git was designed to for truly distributed development, and it is great for that. A lot of projects use it though for a centralized development. Git the software is fully capable to support such development with proper configuration, but has arguably bad defaults for it, and the existing solutions seem to be half-assed (to tell the truth, I hate GitHub, but won't go into this right now).

For me in my work and personal use the fully distributed character of Git is not important, but being able to work offline is, crucially. I know it is important issue for many developers. With working from home being more and more widespread I'd think this issue becomes more important, not less. Not being tethered to your good internet connection, or being able to work during an outage is really cool :-)

(Before Git I would have 2 VCS applications installed on my work laptop, one working against central database that required internet connection, one fully local, with separate local database. Synchronizing them was a constant chore, a significant part of it I was not able to automate and had to do manually. Sill, it was worthwhile price for being able to work offline.)

> In our previous startup, a data scientist accidentally destroyed a month’s work of his team by using the wrong Git command.

While git is indeed a usability clusterbomb and there is massive space to improve, the problem above sounds like a devops failure. Git gives you all the tools to prevent such a disaster, all you have to do not give the root password of your CI server to any data scientist.

On the topic of your startup, I would very much like a lighter learning slope, where I can introduce regular non-coders to the benefits of source control, and still have the advanced brancing/merging/rebasing etc. for the wizards.

True! They didn't actually have a root pwd to anything, the repo was hosted on BitBucket which didn't have a branch protection feature back then.

Non-coder users are actually an important use case for Diversion (like in game development where many/most users are artists).

And nobody on the team had a reasonably fresh checkout of the repo on their local machine?

To put it bluntly, this story does not sound credible. It's also one of the first things you say in the pitch, which taints everything you write later. I would suggest focusing on what you do well, not in making up stories about data loss with what you perceive as the competition.

(It's especially odd when Git isn't the obvious competition; Perforce is.)

Swear to god, the story is true! We were able to restore most of the work because someone didn't pull the updates. (I should have added it in the story, didn't think it was important) But it was nerve wracking :')
But if someone DID pull the update, the old commits would have still been in their local repo and they could have run "git reflog" to retrieve them.
The person, who apparently googled some command sequence and happily entered them only to find out it overwrote the team's data, could just as easily have used those google skills to search for how to undo last git operation.

Obviously this person had all the privileges required to force push the previous commit in order to save the day. The old adage of never fact-checking a good story holds true however. Not sure it's a good selling point though, by nerd sniping everyone to explain in detail what the actual problem was no one will read to the end.

I also always wonder in cases like this if the person just didn’t know about reflog.

You _really_ have to try to fuck up hard enough that everything is gone, it just might require even more arcane commands than what got you into a mess.

I've used reflog many times, but I'm not sure if this:

> You _really_ have to try to fuck up hard enough that everything is gone

...is still true when using git-lfs, which seems common when using large data sets.

I believe it works the same. The large files are not immediately pruned.
Is my company's private information e.g. source code kept end-to-end encrypted?
All data is encrypted in-transit and at-rest, as per the industry standard. End-to-end encryption is an interesting feature with obvious extended privacy benefits on one hand, that could prevent a system from providing other features on the other hand. Depending on the requirement for end-to-end encryption, in some instances a custom NDA can be signed to mitigate a specific concern. It's a feature we haven't seen much demand for, but if that changes we may prioritize it higher on the road map. Would you mind sharing your use case or concern?
I think the question is "can any one outside my company/org access my code". Apparently it is because the tool offers cloud collaboration using web UI.
If you share your repository with a collaborator, they can access it of course. Same is true if you share your repository with end-to-end encryption, your collaborator should be able to decrypt and use it.
Good question! End-to-end encryption would mean that you can't run cloud CI or merge conflicts in the cloud and other features. To my knowledge none of existing VCS solutions are end-to-end encrypted (I might be wrong though!)

We might add end-to-end encryption in the future (disabling some capabilities), if there's demand for it.

Perforce seems to already fill this niche pretty well, at least in the gaming sector which this startup seems to target.
One only uses Perforce, well, perforce.
Totally right, perforce is used by almost all large game studios. But it's painful to use for smaller studios and indie devs - it requires managing your own server with configuration, backups, networking etc. It's also not great for cloud based workflows and remote work, and super expensive with rigid licensing.
Most of the time we need to host our own servers for licensing issues, you might need to consider a "on premises" option if you want to be an viable option for a lot of studios.
This sounds like a classic innovator's dilemma style division in the market.

The incumbents need to cater to existing customers with a need to host their own servers for licensing reasons; but this forbids them from using cloud native features in the core of their products.

There may well be space for a newcomer to make a cloud only product targeted at the subset of studios that have the legal ability to use the cloud. Instinctively, there may be some useful features around large files which are possible in the cloud but impractical in an on prem environment.

My understanding from reading much of OPs responses is that “the cloud” may be vendor locked to AWS. There are serious issues there to hosting your code on servers most likely owned by a competitor. E-Commerce, video streaming, games, AI, video production, electronics, retail, pharmaceuticals, logistics, publishing, etc. Like they literally picked the worst vendor to build this on.
Why the worst? Microsoft is a more serious competitor to game studios with Xbox Game Studios and now Activision Blizzard. (And yet they do use Azure).

You definitely have a point reg vendor lock, we've planned for this and Diversion will be able to run in any cloud and on-prem in the future (we are running it in containers now).

Worst due to spread. Almost any industry Amazon has a hand in means you might run into issues selling in that industry.
That's interesting!! Does the license prohibit any use of cloud to store the assets? Or private cloud is OK?
It does, but perforce is a horrible slow beast, and not as reliable as you might expect.

That said, for large game projects, it really is the only viable option.

Do you have more documentation somewhere? If so, I’d suggest making it more easily accessible. I couldn’t find any on the site and the support link just takes me to discord. I’d be more inclined to sign up if there was some documentation I could read through to get a sense for requirements, setup, branching, CLI commands, etc.
Thanks for flagging that! Just updated the site and forgot the link. It should be there now! (You also have an intro video and in-app docs, but there's more work we need to do there)
Congrats on the HN launch. How does this improve or expand or blow git-lfs[1] out of the water because if I needed large blob file support it's what I would use instead. It offers pointers to the big files to the hosted git instead of pushing around the binaries itself -- though I am speculating since I've not used it myself just read about it online.

I mean the nice UI and collab features are indeed improvements but I'm thinking more core git specific improvements.

[1] https://git-lfs.com/

Git LFS solves the problem if you need to have occasional large files in your repo. It doesn't work great though when you have a lot of them or when they're an integral part of your product, because it's slow and introduces devops problems (e.g. you can bomb your repo by committing from a clone without Git LFS installed). Companies that have many large files to manage rarely use it because of this.
Okay. That’s fair and info I didn’t have.
I have not analyzed the full potentials and benefits of Diversion but I would not agree with the statements you made about the Git. I think you should not focus on Git in your pitch.

>>it was built for a very different world in 2005 (slow networks, much smaller projects, no cloud)

Slow network: why is this a negative thing? If something is designed for a slow network then it should perform well in a fast network.

Mush small project: I do not agree. I can say that it was not designed for very very large projects initially. But many improvements were made later. When Micorosoft adopted Git for Windows, they faced this problem and solved it. Please look at this https://devblogs.microsoft.com/bharry/the-largest-git-repo-o...

No cloud: Again I would not agree. Git is distributed so should work perfectly for the cloud. I am not able to understand what is the issue of Git in the cloud environment.

>>In our previous startup, a data scientist accidentally destroyed a month’s work of his team by using the wrong Git command

This is mostly a configuration issue. I guess this was done by a force push command. IFAIK, you can disable force push by configuration.

Even a force push doesn't destroy the reflog or runs the GC server-side. I wonder how you can accidentally loose data with Git. I've seen lot's of people not being able to find it, but really destroying it is hard.
Destroying it and nobody knowing how to recover, or that it can be recovered at all, it are identical.
He force pushed a diverged branch or something like that, and we only found out after a while. We were eventually able to recover because someone didn't pull. But it was not a fun experience :D
So the work wasn’t actually destroyed, and you were able to recover it. So all the people pointing out how implausible that part of your pitch was were right, and you were in fact just lying.
That's really not the main point of the post, but you're right I should have been more precise.

Edit: updated in the top text now!

I think the point being made is that you spent a lot of your opening post talking Git, and lead with that bit, rather than with Diversion. What makes Diversion different is added in the end, after you've spent time trying to convince Git fans that their current tooling isn't good. Worse, the examples you listed of why Git is bad is more reflective of configuration and processes than Git itself.

This is ultimately a very weak pitching strategy. The first thing you convey to your potential users is insecurity--an insecurity that people won't choose your product over Git. And it's hard to want to buy something from someone that isn't secure enough about their product to pitch the product first, and answer questions/make comparisons after, as a form of clarification.

Alternatively, instead of doing a comparison to Git, you could start with a list of "have you experienced these Git issues? <list of problems>. Here's how Diversion improves on Git in this regard." In this case you're actually solving people's problems, rather than looking like you're grasping at straws to complain about Git and justify an alternative.

FWIW, I personally have 0 interest in a cloud-first version control. I like the cloud as a form of backup and syncing with team members, but I ultimately want a version control that works as well offline as it does online, and prioritizes the local experience.

The main point of your post is how much better you are than git. You support this main point by making up lies about git. This does not make me personally interested in trying your product.
From my point of view, it's not that much about lying, for me the OP demonstrates a degree of incompetence of the post writers about Git.

The fact that they don't seem to fully understand working of Git (not on the level of Git developers, just the level of Git administrators/users) does not inspire trust in their competence to create a Git alternative.

So multiple people did a git reset --hard origin/master and nobody complained or checked what and why this was done? That's not "one data scientist with the wrong command" but the whole team that fucked up hard IMHO.
And the tool made a screwup that hard not only possible, but very difficult for the victims to recover from.

Doesn't say a lot for git's usability.

They used --force which is usually the flag to say: Here there be dragon. Be careful.
Yeah, I can’t see how use of a —-force flag by people who didn’t know what they were doing is enough of a reason to switch to a different VCS (let alone write one). The issue was people using a tool in a way that they shouldn’t have. Which isn’t a technical problem, but a training problem. You can’t fix people problems with technology, so I’m sure there will be other footguns in this new system that someone else will figure out how to almost lose data.

Git is great in that it is flexible and powerful. But that power leaves some tools open to people who don’t know what they are doing… that’s the trade off.

(Now something that better handles non-code assets and large data files, I’d be much more willing to listen to that pitch.)

A couple of thoughts about this:

One is that the possibility of overwriting history / etc is a really powerful and useful feature, but one that should only be used with some consideration, hence being gated behind the scary '--force'. The fact that git provides one the ability to discard and overwrite commits for a ref shouldn't be an endorsement of doing so freely. I'm glad git has this capability though and any "git alternative" would be all the worse if it didn't provide it, IMO.

Two is that if the concern is git's usability - i.e. the "problem" here is that it's too "easy" for users to do destructive actions accidentally - well, there are ways to solve that other than to reinvent all of git. There are plenty of alternative git UIs already, and an alternative UI is a great way to be "wire compatible" for existing users but still help protect those novice users from footguns.

It doesn’t overwrite the commute though. It inserts new ones and resets the branch pointer … doesn’t seem like you’d need a whole new tool to mitigate this - just an automatically generated tag or something when you —force-push - would be easy to do if there was demand for it …
That all makes sense and mirrors many of my own thoughts.

Though I'll say that "--force" isn't necessarily a "scary-sounding" option name unless you're used to Unix CLI naming conventions.

Further, the warnings git gives you about this are virtually inscrutable if you don't already understand what's happening.

A good interface to "blowing away history" would give you a brief summary of what will actually be gone, e.g.:

"If you go ahead with this overwrite, the following changes will be completely removed from the repo:

a3bf45: Fix bug in arg parsing 22ec04: Add data from 2024-01-17 scraper run ...

Are you SURE you want to completely destroy those commits? (Y/n)"

and if user says "Y", output should log all removed commits and also say:

"These commits can still be recovered until <date>. If you realize you want these back before then, run the following:

<command to restore commits>"

Generally, I think it's a mistake to put UI improvements in a secondary tool.

If there are issues that need fixing, get those changes in the canonical project, because layered patches on top will always be short of maintainers and behind the main project.

> Are you SURE you want to completely destroy those commits? (Y/n)

While there is a lot of user interfaces that could be improved, I believe the above have empirically been shown to be inferior to the alternative "re-run this command but add scary option to proceed".

Users habitually answer "Y" to questions like the above all the time. And certainly after a few times it becomes routine for anyone. But having to re-enter the command and type some a whole word like "overwrite", "force" or "i-know-what-im-doing" is a whole other roadblock. The example is especially ill-chosen to have Y as the default option.

Any operation in git that destroys so many commits will include a list of commits that is destroyed, similar to what is suggested here, and trying to push the resulting repository will say exactly how many commits will be removed, and require rerun with force option (together with the necessary privileges). So reality is already not far from what you suggest, but with more fail safes.

You make a good point about "Y/n" being more dangerous than refusing and requiring an explicit option be passed.

The clear warning about what commits will be lost is not at all how I remember force-push working.

That said, I usually use magit in emacs for git and understand the force options well, so I haven't actually looked at the standard push failure warning in years. Maybe I'm remembering wrong, or perhaps it's been improved in recent versions.

> but the whole team that fucked up hard IMHO.

Multiple individuals with similar problems would tend to imply systematic inadequate training. Or the enterprise concerned adopting an inappropriately complex system for its intended userbase.

Or, git is both very complex and very useful, and a large portion of its users have a poor understanding of git but enough for it to be a useful tool. If you want to do source control (which you do), then you’re investing time into learning git and/or fixing git, or maybe using a project like this.
You literally just said what GP said in different words, but prefaced it with "Or" as if it's a disagreement. What you said boils down to "inadequate training".
We both agree that they didn’t know the tool, but GP seems to blame them for deciding to use the tool without training. I was more or less defending their choice to use git, while also acknowledging the potential of a tool like Diversion. My interpretation of GP was that it doubled down on git, while claiming that anyone using git without understanding it is “doing it wrong”, which I agree with in principle but not in practice, as I argued in my initial comment.
I think you just sold their pitch with this comment... I, like many many people here, have done quite a bit of product design. What do you call it when a bunch of people use your product, and it breaks for several of them? That generally indicates your product is weak, or has a very rough UI.
The pitch simply wasn’t true. Data was not destroyed and was restored hours later.
It's a pitch. The story has obviously been embellished and polished and condensed, ready public consumption. Being pedantic against it is not productive.
If the pitch is dishonest, why would I ever trust them with something as vital as my VCS? (And yes, "embellished" means dishonest)
That's a creative way to defend a dishonest pitch
Politely disagree. It’s productive because hopefully future teams who launch on HN ask each other, “Is what we’re saying true?” during all those polishing and condensing sessions. If they don’t, the risk is crossing a line that damages the reputation of the team and undermines months if not years of hard work.
For many of us, the story rings true. We have ourselves had horror stories that we did manage to recover from after a few hours of fearfully googling, and we know of other, less capable friends and colleagues who were unable to recover the data and who just accepted the loss.
It's kinda crazy argument, I think data loss is way more likely with a centralised system than a decentralised system.
You think Microsoft losing GitHub repos is more likely than poor bastards trying to make sense of the git command line? You think these guys are going to do a worse job with their centralized service?
People have lost data on GitHub from repositories being copyright striked for example.

At least with git, every developer has a copy of the full history so full data loss is impossible really. What happens if this company folds? You're left with some proprietary repo that you suddenly have to workout how to self host.

It just doesn't make sense when compared to just learning git which is definitely the most fruitful thing a developer could learn at the start of their career.

But that seems like pretty much the equivalent to "rm -R *"? And also just a permission/configuration issue.
Or drop table|database or delete from. To _nearly_ lose data it took multiple clueless engineers and not detecting the issue for months.

I wonder how Diversion handles operations that possibly delete data. Whats their solution?

To put into perspective, that was in 2014 :D There were no branch protections, and git was even harder to use. Plus everyone was new at git, obviously (we started in 2013 with mercurial, which was still a legit thing to do, and switched to git).
Yeah, these days stopping force pushes is a checkbox (default?) in GitHub.
So you were able to recover and did not lost a months work of data? Your story just doesn’t make sense. Come on.
Indeed you're right the work that was erased from BitBucket was restored from one of the employees that didn't yet pull, the post was edited accordingly.
Wouldn’t you still have been able to recover it even if everyone did pull, assuming GC had not run on everyone’s machine?
> the work that was erased from BitBucket was restored from one of the employees that didn't yet pull

Actually those commits that you considered lost, were still stored on everyone's personal computer in your team. You just didn't know how to use `git reflog` to find them.

For your information you can use the reflog command to find the previous head commit and restore your branch. It takes 10 minutes and then you learn to disable force pushing on the main branch.
I find it funny how many comments in this angry rebuttal section actually endorse a Git replacement.
It's an interesting new application of that joke, "when I have a question on Linux I use a sock puppet account to leave an obviously wrong answer which prompts dozens of corrections."

I'm trying to imagine how to generalize this to other products. I think if I state the competing product has negative feature X, but also intentionally get some details confidently incorrect or deliberately feign incompetence, you get a group of people confirming X.

I find it funny how many comments you've made in this thread missing the point. People are reacting against the dishonest pitch, not the product.
Just somewhat surprised because if anyone did a `git pull` they'd get divergent history and therefore a merge on default configuration. It would take a lot of manual work to ruin more than one copy of the repo.
I configured my github to only allow commits with an anonymised email address. Time passed and I used another machine on which I had already opened that repo before. I pulled my recent work successfully, wrote stuff and then committed and pushed.

Github rejected my commit as I had the wrong email address. I then had to try and work out how I delete a commit but keep all my changes so I could commit it all again but with the correct email address.

I'm not sure exactly what I did but in my ham-fisted experimentation I deleted the commit and restored my local copy back to the way it was before my commit, losing all my work that day.

If you had already committed, `git reflog` should have still found your changes (even after you deleted the commit and restored the local working tree) unless you deleted and re-cloned the repository.
Honestly I don’t understand why not more people use a GUI for git.

What you describe would be 1 Minute of work and maybe 10 clicks with a very low probability of shooting yourself in the foot in Tower.

I agree. It's quite hard to actually destroy data in git. Even with the so called "destructive" commands, walking through the reflogs can usually restore work that was accidentally deleted or whatever.
> doesn't destroy the reflog or runs the GC server-side.

Git doesn't give you access to the server side reflog either. So it's of not much use if you don't control the server.

As for losing data with Git, the easiest way to accomplish that is with data that hasn't been committed yet, a simple `git checkout` or `git reset --hard` can wipe out all your changes and even reflog won't keep record of that.

> As for losing data with Git, the easiest way to accomplish that is with data that hasn't been committed yet

Also Git has pretty awful behavior losing changes when one doesn't press "Save" in their IDE. Bad, bad Git.

Your applications also shouldn't lose work when you don't press save, this is the entire impetus for the "recover unsaved work" in most document editors. A version of Git that shunted uncommitted changes to a special named stash whenever you did anything destructive would be a positive thing.

It's what I end up doing manually anyway but why make a system where the default behavior is destructive and I have to remember every.

It may be prudent to note that git by default is rather kind in that way that it will not change your data unless you explicitly force it to with --force or --hard. I think git, as hard to learn as it can be, sometimes have a bit of an unfair reputation here. It's not all bad.

Not only is it quite careful about not losing data, someone actually took the time to make it spit out messages that not only describes what just happened, but also gives suggestions of what to do next depending on how the user wants to proceed. That adds a level of discoverability that is usually associated with dialog based guis. The quality of these messages can sometimes be surprisingly good, far from the Clippy-level helpfulness you sometimes see.

There are a few exceptions to the principle of not losing local changes, where you explicitly restore an old version of a file for example. But saying the default behaviour is destructive really gives a false impression.

But yes, you are absolutely right that a system to recover unsaved work is a good thing, but I would argue that it belongs at the editor level, not in a version control system. A user could have a number of files open that have local changes. The editor has a much better idea in which order changes were made, and which changes hasn't even been committed to disk yet.

I can't say I'm widely traveled, I have no idea how desktop Office works, but Apple does this so well.

Using their desktop apps, Pages, Keynote, Numbers, TextEdit, Preview, I never hit "Save". I just close the apps. When I come back, the windows reopen right where I left off.

I wish emacs did this. I honestly don't know what it would be like for a code editor to be "constantly saving". I guess I would adapt, but there are times when I do all sorts of changes and go "Ah, this isn't right" and just kill the buffer. The ultimate undo.

But there's a great feeling, to me, when I go to close the app (or shutdown the computer) and it just closes. No prompts, no warnings, just saves its state, shuts down, and comes back later. And with the ever popular "naming things" issue of computers, I have a bunch of just "Untitled" windows. They're there when I open the app, and that's all I need to know.

The nag factor and cognitive load reduction of that is just unmatched. "Just deal with it, I'll come back later, maybe, and clean it up". One less thing.

A month of work for a whole team was never even committed or stashed let alone pushed? That is not a git problem.
That data not committed to git can not be recovered by git should hopefully not surprise anyone.

Neither is it the fault of your version control system, or any other system really, if you cannot access your server and are without backups.

> This is mostly a configuration issue. I guess this was done by a force push command. IFAIK, you can disable force push by configuration.

If a feature can lead to actual unintended data loss, it should come disabled by default. Are there any other "unsafe by default" features in Git? What would be a sane general default that prevents unwanted data loss, and why is it the case?

--force always imply data loss. You're overriding the remote state.

Do people use it in an unsafe manner because they don't understand git and there lies a problem that could be tackled? yes.

With that, I don't think git has any feature that is unsafe by default.

In that specific case there was some error that the user didn't understand, he googled and found a StackOverflow answer with --force. And naturally tried it BitBucket didn't have branch protection back then, today it's a bit better (you can still destroy your work but usually not others')
This was Pebcac my dude. git wasn’t at fault here, the script kiddy that pastes before understanding is the fault. Amateurs
I agree that git is very complex (just try reading its documentation and how many options or commands you have never heard of before). But I think push --force is probably one of the easiest git concepts to get. The fact that someone in your team copy pasted something from SO without understanding it doesn't seem to be related to git. Otherwise we could say that the fact some people lose their data through "sudo rm -rf /" proves the complexity of Unix. I don't think so.
> With that, I don't think git has any feature that is unsafe by default.

Well, you just mentioned `--force`. It is unsafe by default. Git has a couple of flags to make it safer (`--force-with-lease`, `--force-if-includes`) but those aren't the default.

If you’ve ever had to remove private information from history before making the repos public (think domains, names, configuration, etc) you will appreciate the ability to rewrite history (and all the other things --force gives you)
I don't get your point. Nobody is saying don't use `--force`. Just that the default `--force` flag is the most dangerous variant.
I am not aware of any default use of force. Where does that happen?
The feature is 'git push'. --force is the opt-in to the unsafe behavior. It should not be used lightly.
You're missing the point. `--force` is the default of the force variants. The other `--force-but-something` arguments clearly modify that default. It's the wrong way round.

Obviously they've done it for backwards compatibility, but the fact that they haven't even added an option to make it the default is pretty lame.

My biggest problem with git is branch deletion — if you never do it you end up with far too many, but deleting a branch can’t be version controlled.
Just curious, why do you want that to be version controlled?
Because I might realize later I made a mistake, or I might want to view history.

I’d I never cared about historical state and mistakes, I wouldn’t need version control at all :)

You could delete the branches locally while archiving them to any another clone of the repo.
It is somewhat version-controlled but not completely. If you use the reflog you can find it again and you can find how it moved around. But the reflog gets rewritten and gc'd so it's not true vc.
Should a chain saw come with the ability to start the engine disabled by default?
Yes. That is a great idea. You could do something like a tab that you have to remove that tells you about chainsaw safety.
The problem here is not the tool. The problem is the author's colleague's willingness to paste a stackoverflow answer into their terminal without taking a moment to understand what it does.

If stackoverflow told them to break off the chainsaw safety tab there is no chance it would have been read first.

But it doesn't lead to data loss.

The commits that were overwritten by "force" are still there on the server. Any admin could recover them pretty easily. They're probably still present in the local repo of the person who ran "git push --force" too, as well as anyone else's machine who has cloned the repo.

The only way you'd actually lose data is if every single person who had a clone of the repo ran gc.

Or apparently if nobody knew about "git reflog" and nobody bothered to do a Google search for "oops I accidentally force pushed in git" to learn how to fix it.

> Slow network: why is this a negative thing? If something is designed for a slow network then it should perform well in a fast network.

Designing for resource-constrained systems usually means you're making tradeoffs. If the resource constraint is removed, you're no longer getting the benefit of that tradeoff but are paying the costs.

For example, TCP was designed for slow and unreliable networks. When networks got faster, the design decisions that made sense for slow networks (e.g. 32 bit sequence numbers, 16 bit window sizes) became untenable, and they had to spend effort on retrofitting the protocol to work around these restrictions (TCP timestamps, window scaling).

That makes sense but then the pitch should include something about how back in 2005 the design for git had to make a trade off because of X limitation, but now that restriction isn’t applicable which enables features A and B. I don’t really see what trade offs a faster network enables other than making it a requirement that you have a network connection to do work (commits are a REST call). I’m not sure that’s a trade off I’d want in my VCS, but maybe I’m just not the target audience for this.
>> a data scientist accidentally destroyed a month’s work of his team

> This is mostly a configuration issue

git apologism :)

(FWIW I do agree with the rest of your comment, and I hope you forgive the slight joke. Product users, for any product are fallible humans. That might be fallible in accidentally deleting, or it might be fallible in forgetting to turn on the safety settings.)

Very seriously, something like this should not be possible in a source control system. Data integrity needs to be built in by design.

The issue with a lot of freedom and unopinionated tools is always going to be the multitude of ways to fuck up. On the flip-side, you may not like what choices are made if you’re forced to use it in a certain way.

We enforce a strict pull-request squish commit with four eyes approval only. You can’t force push, you can’t rebase, you can’t not squish or whatever else you’d want to do. But we don’t pretend that is the “correct” way to use Git, we think it is, but who are we to tell you how to do you?

We take a similar approach to how we use Typescript. We have our own library of coding “grammar?” that you have to follow if you want to commit TS into our pipelines. Again, we have a certain way to do things and you have to follow them, but these ways might not work for anyone else, and we do sometimes alter them a little if there is a good reason to do so.

I don’t personally mind strict and opinionated software. I too think Git has far too many ways to fuck up, and that is far too easy to create a terrible work environment with JavaScript. It also takes a lot of initial effort to set rules up to make sure everyone works the same way. But again, what if the greater community decided that rebase was better than squash commit? Then we wouldn’t like Git, and I’m sure the rebase crowd feels the same way. The result would likely leave us with two Gits.

Though I guess with initiatives like the launch here, is two Gits. So… well.

> But again, what if the greater community decided that rebase was better than squash commit? Then we wouldn’t like Git, and I’m sure the rebase crowd feels the same way. The result would likely leave us with two Gits.

Meh, this is overrated. We'd end up with 2 Gits, and over time just one fork would probably take over, based on marketing, PR, dev team activity, etc. The second one would probably still be around but used by only a minor part of the community.

Just because a thing has on paper many forks, does not mean those forks are equal. In fact, a situation with many major forks rarely survives the long term. See Jenkins vs Hudson, Firefox vs Iceweasel, etc. Most people will congregate towards one of the forks and that's it.

> Data integrity needs to be built in by design

It is built into Git by design. Git keeps commits around for 90 days even after they’re “deleted.” This is why people who understand Git were so skeptical of OP’s claim. The point that Git is confusing still stands, however.

What if someone pushes something inappropriate? Shouldn't there be a way to delete it?

As an example, what if someone pushes:

- A private key or password - Copyrighted content - Illegal content

In cases like this, it needs to be possible to remove the bad commit from the repository entirely.

Yes, but this should be only possible by way of commands that make it abundantly clear what you are doing, e.g. `git delete <whatever>` with extra confirmation “Do you really want to permanently and irrevocably delete <whatever> in the master repository?”, or a more obvious “recycle bin” that presents deleted branches/commits in familiar ways and with explicit expiration dates. But the Git architecture doesn’t lend itself to that level of user-friendlyness.
Thanks! We're definitely not trying to bash Git, it's done a lot of good for software development and for sure is going to continue evolving.

Git had much more edge when it was competing vs SVN and other centralized VCSs. With 10Mb networks (if you were in office) you could feel physical pain when committing stuff ><

Reg how Git is not perfect in the cloud world - check out GitHub's blog post here about their cloud dev environment, Codespaces https://github.blog/2021-08-11-githubs-engineering-team-move...

"The GitHub.com repository is almost 13 GB on disk; simply cloning the repository takes 20 minutes."

Moving 13GB inside your own cloud should take seconds at most. The problem is the way Git works, it clones your entire repository into the container with your cloud environment, using a slow network protocol. With Diversion it takes a few seconds.

> We're definitely not trying to bash Git

Using git with bash is the best way to use git (:

Came here to make a similar joke
> Thanks! We're definitely not trying to bash Git, it's done a lot of good for software development and for sure is going to continue evolving.

It is not about bashing git; it is about anchoring your argument of why Diversion is a better alternative around git. You're basically taking your game/arguments to their playing field, and thus will have an uphill battle for mindshre.

Instead, consider reframing the playing field and mention git less (if at all). Something like "the future of version control is blah". Surprise us, talk to us about your vision for source control, or better yet, code and multi-discipline collaboration (e.g. between eng and design), etc.

I personally would not bother reading any "the future of X" if it did not address problems of existing tools. I know you're trying to give advice from a marketing pov, and it is good, but it's also inherently bulshitty – because its purpose is to net more sales rather than actually make a good argument
I'm not sure I understand this at all.

> The problem is the way Git works, it clones your entire repository into the container with your cloud environment, using a slow network protocol.

What about git's network protocol is 'slow'?

I think I can also come up with a pretty simple experiment to prove or disprove this: 1. Fill a file with 13Gb of data and commit it. 2. Upload that to GitHub or wherever you want 3. Time how long it takes to clone and compare that to the real GitHub.com

You will find the one we made takes 'seconds' (or minutes, depending on your network connection), while the the GitHub.com will take some time.

So, same data, two different results? The difference in this experiment rules out the 'slow' network protocol as the difference maker. The real reason is that the GitHub.com repo will have hundreds or thousands of commits.

Basically, the difference is the commit history, because that's how git needs to work. Git stores the diffs for the entire commit history, not just the literal files at the HEAD. I don't know what the network protocol has to do with that.

It is perhaps worth pointing out that if you don't need the history you can just `git clone --depth 1` and save the network transfer and disk space.
It reminds of when someone told me git submodules are slow.

They just forgot about shallow clones..

That article also states that using a standard Git feature, shallow clones, you go from 20min to 90s. Most of the problems touched upon in the article are about state management for local environments, yes that can be tricky. And it can take time, but it has nothing to do with Git.
> When Micorosoft adopted Git for Windows, they faced this problem and solved it.

On Windows. On Linux Git still doesn't scale well to very large repos. Before you say "but Linux uses git!", we're talking repos that are much bugger than Linux.

Also the de facto large file "solution" is LFS, which is another half baked idea that doesn't really do the job.

You sound like you're offended that Git isn't perfect because you like it so much. But OP is 100% right here; these are things that Git doesn't do well. It's ok to really like something that isn't perfect. You don't have to defend flaws that it clearly has.

How common are repos bigger than Linux?

Linux also has the huge advantage of an ecosystem, tools and integrations. It is overkill for small projects and there are friendlier alternatives for those - but git wins because it is what everyone knows. Something aimed at the small number of large projects will suffer the same problem.

> How common are repos bigger than Linux?

In terms of number of commits, Linux is probably bigger than most. In terms of storage size, almost any video game project will be significantly bigger.

It's no secret that git is very bad at handling large binary files.

You don't even need game assets, your company's icon library is likely enough to tip the scales into territory git doesn't handle well.
So this is very specifically for things like games with large binary assets?
No, large companies using monorepos will have repos much bigger than Linux even without large binary assets. Apparently Linux has ~10 commits per hour. I probably do ~10 commits per week. So a team of ~150 mes produces commits at a fast rate than Linux. Very rough estimate but it takes less than you'd think.

Also if you vendor a few dependencies that quickly increases the size.

>> When Micorosoft adopted Git for Windows, they faced this problem and solved it.

> On Windows. On Linux Git still doesn't scale well to very large repos.

All of Microsoft's solutions for git scaling have been cross-platform. Even VFS had a FUSE driver if you wanted it, but VFS is no longer Microsoft's recommended solution either, having moved on to things like sparse "cone" checkouts and commit-graphs, almost all of which is in mainline git today.

I also find it funny the complaint that git scales worse on Linux than Windows given how many Windows developers I know with file operation speed complaints on Windows that Linux doesn't have (and is a big reason to move to Windows Dev Drive given the chance, because somewhat Linux-like file performance).

> really like something that isn't perfect. You don't have to defend flaws that it clearly has.

Certainly true. But it's not clear at all how does the product solve these specific problems (they say "Painless Scalability" which sounds nice but did they try developing any 100+ GB projects with massive numbers of commits/branches on it?)

Git is bad for games and they should definitely compare them in their pitch if they want to capture that market.
No, it's not. LFS has improved over the years. Git is supported as a first class citizen in Unreal Engine 5 - alongside P4.
Good for developers using Unreal Engine 5 I guess. Fact remains that most game developers struggle with Git.
Just because it has integrations, doesn't make it great. LFS is still not great. Doesn't have a lot of backends for instance. And a real locking system is table-stakes for a gamedev VCS
The complexity people think they face with Git can often be overcome with a good UI and/or tutorials.
In part yes, e.g. lots of people like SourceTree. Some of the complexity is inherent though, e.g. local vs remote branches and the various conflicts & errors as a result. Git exists for 18 years, and yet the complexity problem wasn't solved yet. Other tools like SVN were never considered to be so hard to use / easy to screw up.
The Windows Git repository is only 300GB, that's basically childs' play when people are talking about "large repo scalability". Average game developer projects will be multiple terabytes per branch, with a very high number of extremely large files, and very large histories on top of it. Git actually still does handle large files very poorly, not only extremely large repos in aggregate. The problem with large Git repositories is nowhere near solved, I assure you.
This includes assets right or some kind of prebuilt data in custom formats? Otherwise it would be hard to have this much data in source files.
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.

Nice. I make music and use git for my files, but often hit the usual space limitations and I hate dealing with git-lfs. I think there's a big use case for Diversion and music/video production.
Nice! We didn't even know about that. Thanks!
Yeah, collaboration in music and video production is pretty unsolved. It often involves sharing huge files in GDrive/Dropbox, lots of project_latest_january_version_3_final_modified_updated.zip etc
Final_version_4_really_final, we've all been there :D
I assume the space limit your are talking about is rather a Github/Gitlab/Bitbucket limit.

May I ask, how you use Git for your music? Since binary diffs are not really a thing, the main benefit I could imagine is simply having revisions of your files with you having to create folders or having files named "track01_test_final2.flac"

I literally just `git add .` and let her rip. It's not pretty, I just git pretty much everything in my life.
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> I often wondered why Git is so difficult to learn, compared to other tools.

Yes! This is something many people wonder -- other than those who love git :) I used to love Mercurial and I still mourn its mostly-loss. So I welcome a new DVCS system that is friendlier than git.

> Diversion’s code is managed on Diversion!

This is a good sign.

> can synchronize with existing Git repositories (each new commit in Diversion goes into Git, and vice versa)

Can you expand on what this means please? Does it simply mirror, or is it feature-for-feature compatible? Is it a backup capability?

> still using legacy tools like SVN and Perforce

I won't argue re SVN, but Perforce? It's used in the game industry primarily for its excellent handling of binaries / large binaries. How well does Diversion handle that kind of thing -- multigigabyte data sets, frequently changing?

The site says large files are fine, but that's too vague for games, IMO. Large, frequently changing, binary-not-text hard-to-diff files?

Edit: one final question: why cloud only? Why not software that can be locally hosted, or hosted by (other) service providers? What if I love Diversion and want to run a Diversion setup on my own Linux box in a cupboard?

The difficulty of git is that it can do so much in so many different ways. What's actually needed is something like a linter for git workflow, where an org can enforce an opinionated subset of git's capabilities in a prescribed order of operations.
The Git sync feature allows one to import an existing git repo (currently GitHub is supported) into a new Diversion repo, and keep both in sync: every commit into Git is imported into Diversion and vice versa.

This allows a member of a team that works with Git to try Diversion, to keep backups, and to use GitHub Actions or other CI tools that work with git.

Perforce is amazingly scalable, but that comes with a price (literally and figuratively :)) We still can't handle petabyte repos like P4 does, but we'll get there. But we can handle very large and frequently changing binaries pretty well.
Right now we're trying to get it to users who prefer something that just works, and don't want to think about hosting. But you can actually run Diversion in a container (that looses distributed storage and DBs, which means it won't be as scalable). Other providers would definitely be great, if we succeed in standardizing it like git.
Thankyou for this (and the other!) replies, much appreciate your involvement in the thread!

Answers like this also make me feel more confident / interested in the tech.

I'm having a hard time imagining positioning here. Can you explain further how Diversion differs from DVC, Git and when using Diversion makes sense over other use cases. The GTM is slightly confusing to me (also yes - Git is hard - you cannot teach data scientists this. It'll take months).

Also agreed git is terrible right now for version-controlling workflows in AI (I have a fairly large .gitignore file with S3-hosted things ever for my NextJS + FastAPI apps - pain in the butt

The vast majority of version control system uses are not distributed, even if the system itself is (GitHub and BitBucket were born to essentially make Git centralized). An example use case is game studios having repos with very large histories (hundreds of GiBs and more) where the tip is significantly smaller. Having the entire repo history on your local machine might be infeasible, and usually unnecessary. Being able to get just the tip and get the rest via API calls solves this. Having things continuously synced has other benefits like preventing conflicts at the time they happen on files that are hard for conflict resolution like game scene files, graphics etc.

AI workflows are definitely a use case we are looking at in the near future. What types of files are you hosting on S3?

> An example use case is game studios having repos with very large histories (hundreds of GiBs and more) where the tip is significantly smaller. Having the entire repo history on your local machine might be infeasible, and usually unnecessary. Being able to get just the tip and get the rest via API calls solves this.

"Being able to get just the tip" is `git clone --depth 1`, isn't it?

And then you lose functionality, for example `git blame` depends on the history being available locally. If you want a working repository with all the source control features you need a regular clone. That's where "being able to get the rest via API calls..." kicks in :)
OK so `git clone --filter=blob:none`, then. That downloads the tip and commit history, but no historic blobs. `git blame` then works by downloading missing blobs on demand, which doesn't sound too different to making an API call.
Which, yes, but now we're at the "instead of using Dropbox I would just rsync to my Linux server" stage of it being a product.
> In our previous startup, a data scientist accidentally destroyed a month’s work of his team by using the wrong Git command.

I'd like to hear about how this happened. No one in the team heard of reflog?

Being deceptive about Git's shortcomings is going to raise eyebrows with anyone seriously evaluating your solution, which is already going to raise eyebrows because it's not free software.

Most studios will try to avoid locking themselves into another expensive, annoying VCS that they have no control over. There's good attempts at FOSS p4 replacements now, you need to do better if you want to stand out.

> There's good attempts at FOSS p4 replacements now, you need to do better if you want to stand out.

There are? Like what?

Yes Please. I would switch my studio today if this existed.
Hi, why the switch? Purely cost? Or admin overhead?
Yes, to both. P4 itself is solid, but it's a very chatty protocol and is very latency sensitive. Running a master in the us, with clients in europe is painful for everyone involved. Replicas and edge servers come with other tradeoffs too.

As a developer, doing things like "I only want this subtree of the stream" is hard. Virtual streams exist, but they have a (non-negligible) overhead on the server. It has some quirks due to it being 30 years old which make it... interesting, to work with sometimes.

Agreed. It's also expensive, and support has been lacking. We'd much prefer something we could maintain and fix ourselves.
Of all the complaints I have about p4, support is actually one I'm ok with. They've pretty consistently helped me fix issues over the years (plenty of which are bugs on their side that they have fixed after I raised it). Their sla is good, and their engineers are usually good at troubleshooting.

They are wildly, wildly expensive though.

That totally depends on where you put value. We're a fraction of other companies licenses for comparison. Also, we have new pricing for our new Helix Core Cloud SaaS product!
Yeah. New pricing, but not cheaper. Don't get me wrong. It's a fine price to pay for a studio going strong. But there is no way I can use it for starting my side-project indie game.
Lightweight branching is coming "soon" and will help this exact issue. Contact me for more info.
I've been attempting this but have paused the efforts due to what seems like lack of interest -- giving me an indication that the problem is not that big of a deal.[0][1]

If anyone is interested in my resuming them, let me know at contact at weedonandscott dot com

[0] https://www.reddit.com/r/vfx/comments/11s08ne/your_opinion_o...

[1] https://www.reddit.com/r/gamedev/comments/11s5haf/what_do_yo...

I don't read the replies here as a lack of interest, more as a lack of interest in the solution you've come up with.
I don't disagree, but usually when a solution doesn't fix a painful problem, people are almost disappointed after getting their hopes high. In those posts, the commenters give me the impression that they are mildly annoyed at best (or worst).
I can't speak for the VFX post, but I think the gamedev post shows the weaknesses of git in one line:

> Git does have problems, we’ve had processes fall over on projects, many times actually, but it’s always solvable.

Every team that I've worked on would replace that tool with someonthing more stable if it existed. It does for version control, and it's perfoce, which comes with a hefty license fee, and a _different_ set of problems.

The selling point of Pipetrack is the commutativity, but to echo the comments in those threads, I've never found myself wanting commutavity. In games I want a mainline branch, support for large assets, granular access controls, performant, shared global system, and a method to cleanly differentiate between wip changes and ready changes in a way that works with non-technical users, and won't be the highest individual line item per-user subscription we pay for. Unless the selling point of your tool fixes one or many of those problems, it's not going to help in games.

Honestly, I think we'd be better off on SVN than git most of the time, but the _tooling_ around git is far superior.

> Being deceptive about Git's shortcomings

Are they being deceptive? I'm not sure I see it.

Not deceptive but I would say they're being hand wavy.
The story about irrevocably losing data at least was not true (already admitted by the authors).
I think I would give them that one, they were only able to recover the data because they got lucky, not because the system was designed to not destroy data. I would go even further coming from my infra background, even if you don't truly lose production data, if you have to reach into your DR backups that's a failing of the systems in place that come before it.
I'd say git is deceptive: "checkout" doesn't mean "delete my stuff" any more than checkout a book from the library means throw it in a wood chipper.
> In our previous startup, a data scientist accidentally destroyed a month’s work of his team by using the wrong Git command.

Can someone explain how is this possible? More importantly was there any git branching strategy and permissions?

It could be done with force-pushes, if nobody has a commit number for the old tree.
Not sure, even then, doesn‘t reflog keep it quite a while locally on the machine that the force push was sent? Maybe he did not commit his changes for a month and sent a git reset —-hard
Your criticisms of git seem off-base, but I like the idea. I worked on some indie game dev teams in college where I was the only person with any programming experience. Git was difficult for my teammates to wrap their heads around, although they did figure out Github's GUI. A more non-tech-person-friendly tool would be nice to have in the space.
It's about time someone revisited & reimagined version control. the previous generations each lasted about 15 years: SCCS/RCS -> CVS -> Bitbucket/git/mercurial -> ??? so I am glad to see this.

I would start by talking about what is great about Diversion -- what it lets you do that you couldn't before.

Since you mention gaming and perforce I looked in vain to see if it supports binaries (a major limitation of git -- just simply not in its design space). "Binaries" can actually mean for some people compiled code -- not for me but I understand why people do it -- as well as images, data files, Word files etc.

Sounds like the second is scaling but you don't say what you mean by that. Git scales pretty well until either the repo & its history gets enormous or when there are a lot of people making simultaneous changes.

The realtime collab integrated with a version control mentality could be interesting -- a major problem with google docs is the lack of useful version control (even Word is better).

And why cloud native?

Once you've done that you need only briefly mention "why not just use git instead?"

??? might be https://pijul.org/ with its commutative awesomeness
It's worth mentioning that Pijul is largely based on the same theoretical model of Darcs, which actually predates Git. But Pijul definitely makes it a lot more workable, e.g. by solving the exponential (iirc) complexity merge that Darcs has.
This is not true, actually. Pijul answers the question "how to model states so that conflicts are allowed (and hence modeled)", whereas in Darcs it is "how do operational transforms on patches alone inform us about conflicts"?
Thanks for the feedback! Totally agree. Diversion does support binaries, should have mentioned it directly (will update the website).

The thought behind cloud native is that workloads and devtools and data are moving there, and we want Diversion to be the best choice for when everything is in the cloud. Besides that cloud storage and DBs allow us to build and iterate much faster, and worry less about scalability, data distribution & storage etc.

But we can also run Diversion locally / in a container, it just won't be as scalable.

> SCCS/RCS -> CVS -> Bitbucket/git/mercurial

You skipped Subversion/SourceForge. People forget but for about 5 if not 10 years, SVN was the biggest SCM in town, next to P4, P4 having more of a hold in the game dev world.

I not only did not forget about subversion, I funded it in part. But it was of the CVS generation.

I did leave out the proprietary things like Perforce and Aide de Camp, Solidworks PDM and the various in house things. Life's too short!

You also forgot Microsoft Visual SourceSafe :-p
> And why cloud native?

And what even is cloud native? When "cloud native" isn't just marketing, it seems to have all sorts of different meanings.

We're using S3 storage, lambda and ECS compute, and serverless DBs. It allows us to build a scalable product much faster, and leverages cloud features like multizone backups and distribution without having to develop these ourself. It also allows fast transfer of data between Diversion and other cloud systems.
Those are things that matter to you not your users.

You did talk a little (in a comment or your post I don't remember) that you can use various cloud APIs to integrate into other systems.

But at the moment, from what you're telling me "cloud native" is as interesting to me as how you format your source code.

why is it about time??

VCS is sort of a solved problem like SQL.

it's like saying it's about time someone revisited those Javascript frameworks.

The comment you're replying to mentions some limitations of the current state of the art.

I agree that there's no reason to change just because something is older than some threshold. Bit I think the roughly 15 year cadence has reflected the time it has taken for a new VCS idea to develop and then become mainstream enough for its drawbacks to become annoying enough that it loops again.

I don't know about that. The UX of git leaves a lot to be desired. monorepos and large files are not definitely solved, either. If not git, what solution did you have in mind?
millions of repos on github don't have those issues.

Youre talking an extreme use case. Like saying we need to replace the shovel because it cant do what a bulldozer does.

Its miniscule fraction of GitHub repos have those issues like an incredibly small number mainly devoted to games or media.

UX is fine if you know it. SQL UX isnt ideal either.

You are not competing with Git, you are competing with Perforce.

(Personally, I would never use a proprietary cloud-only offering for version control.)

> (Personally, I would never use a proprietary cloud-only offering for version control.)

yeah, I have no idea who would want to replace a free, open, well-debugged, featureful, ubiquitous vcs with a closed, immature SaaS offering...if your sourcecode is valuable, you don't let a YC startup gate-keep it (sorry)

git has terrible ergonomics for newcomers, but UI is exactly what the various git forges solve

for experienced devs, git issues get internalized like the issues with every other tool

a more realistic approach is the jujutsu stuff google is working on...works WITH git to create a better workflow

Your core feature is live updates of changes. That is actually a nightmare. I don't want live updates. It will be a mess.

If you really want to do cloud. Use git.

Thanks for the feedback! If you're on a separate branch it doesn't update from main automatically. We're also thinking to make live update of main optional as well, this is actually one of the most debated features internally. Apparently some users like it and some really don't.
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how is that different than Dropbox version history?
Branches is one example! But really Dropbox is not a VCS. Although some game studios do use Dropbox/Google Drive for versioning graphical assets - but not because it's a good tool for the purpose, they just don't have a better one.
Plus, for a Linux user, you can already build such a system yourself quite trivially by getting an FTP account, mounting it locally with curlftpfs, and then using SVN or CVS on the mounted filesystem. From Windows or Mac, this FTP account could be accessed through built-in software.
Having worked with SVN a decade ago and Perforce more recently: that part of the market is waiting to be disrupted. I'm a little unsure whether it was actual technical reasons (vs cultural) that kept git out of those use cases. Many devs were working with git locally and using git-svn or git-p4 to interact with the local repo. Best of luck!
Thanks!! Having talked to lots of game studios (and other companies with large repos/files) - many of them tried to switch to git because devs wanted to, and failed because of technical limitations.
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Indeed the choice for me as recent as 1-2 years ago was still SVN vs Perforce. Despite only having ever worked with Git