2.0 KiB
NeonJumper
Developed with Unreal Engine 5
Premise
Originally, there was an Idea, that two drunk friends make a game... that's it.
I dunno.
Repo Structure
Repository structure is fixed, and it only has a few toplevel directories. Every other directory or file is ignored.
/Source
/Config
/Plugins
/Content
/RawContent
git-lfs
management rules are mostly defined for file types, and not paths, however there can entire paths marked to be managed by git-lfs
. Without a special note, expect only type-based rules apply to a directory.
/Source
C++ source code is stored under the /Source
path. As with most other directories, this directory is managed by standard git (and not git-lfs
). That means no blobs. Do not put here any .dll
s, .exe
s, .zip
s and other binaries. Only text files are allowed.
Generated text files can reside in the local /Source
dir, but should be ignored by git with additional entries in .gitignore
.
/Config
Engine and game config files.
/Plugins
Game plugins. Every plugin lives in a subdirectory of the /Plugins
dir. A plugin internal directory structure is not strictly documented, so there are no assumptions on how a plugin is structured.
It may be useful to use git submodules to manage plugins in a more robust manner.
It is expected that each plugin will have it's own .gitignore
file in it's subdirectory, as well other required specific git tweaks.
/Content
Game assets in Unreal Engine formats, .uasset
and .umap
. Only those two file types are allowed, everything else is ignored.
/RawContent
This directory is managed entirely by git-lfs
.
/RawContent
is a directory where you store assets in their source formats, in contrast to /Content
, where assets are stored in the engine format (after the import). Having an asset in a source format is useful when you're still making updates to it. It may be a good idea to also have separate repos for managing work-in-progress assets (maybe in smaller collections or even idividually).