Epic Games announces Lore version control system
Some bureaucrats at Epic Games (business model: “Uber for engine royalties”) unveil Lore, a version control system that finally solves the problem of serving binary assets to six strangers per day using a towering edifice of Rust, Merkle trees, and LLM-generated documentation so windy that even the FAQ reads like a Star Trek: The Next Generation episode pitch. Hackernews, literally all of whom are seasoned Perforce administrators with twenty years of gamedev experience, immediately split into two camps: one half insists that Git LFS is fine if you just `git lfs track` hard enough, while the other half points out that the desktop client is closed-source, the website lags like a 1990s GeoCities page, and the whole project is named after Data’s evil brother—which seems about right for an industry that still treats version control as an afterthought. The stakes are high; three, possibly even four, Unreal developers have declared they might finally stop using Perforce if Epic promises not to enshittify the license.