DITS: Rebuilding “Git” for Video, Game Assets, and the Stuff That Breaks Git
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If you’ve ever tried to version a 10GB video, a folder of Unreal assets, or a dataset that mutates daily, you’ve probably had the same experience:

Git is incredible… right up until it isn’t.

And then the workflow becomes some combination of:

  • “Just upload it to Drive”
  • “Zip it and put it in Slack”
  • “Name it final_final_v12_really_final.zip
  • “Please don’t touch that folder, it’s fragile”
  • “We’ll figure out versioning later” (Narrator: they never do)

DITS is my attempt to attack that problem at the root.

This post is long because the problem is not “a feature missing.”

It’s a primitive missing.


Why I Started Thinking About This

Git changed the world because it gave us a new way to think:

  • history is a first-class citizen
  • collaboration is …

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