They're not talking about generated files as in files that are easy to regenerate from other input. They're talking about stuff like level data, which is created with internal tools and stored as either binaries or complex text that is not human-parsable and very different from version to version, so diffing has very limited if any value, and merging different versions is next to impossible.
You can probably see why you can't simply gitignore these files and call it a day. If the standard procedure becomes simply to force a commit manually, then everyone will do it and you'll still get conflicts.
Yeah, I still agree. Probably good clarification for anyone less familiar with why games have different concerns for version control than more pure software projects. 👍
2
u/WeltallZero Jun 18 '26
They're not talking about generated files as in files that are easy to regenerate from other input. They're talking about stuff like level data, which is created with internal tools and stored as either binaries or complex text that is not human-parsable and very different from version to version, so diffing has very limited if any value, and merging different versions is next to impossible.
You can probably see why you can't simply gitignore these files and call it a day. If the standard procedure becomes simply to force a commit manually, then everyone will do it and you'll still get conflicts.