<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
  <channel>
    <title>folkorama blog</title>
    <link>https://folkorama.com/blog/</link>
    <description>Essays on version control for game teams: Perforce alternatives, Unreal Engine binaries, Git LFS, and running a lore server without the ops.</description>
    <language>en</language>
    <atom:link href="https://folkorama.com/blog/feed.xml" rel="self" type="application/rss+xml"/>
    <item>
      <title>The Absolute State of Unreal Engine Version Control</title>
      <link>https://folkorama.com/blog/unreal-engine-version-control.html</link>
      <guid isPermaLink="true">https://folkorama.com/blog/unreal-engine-version-control.html</guid>
      <pubDate>Wed, 02 Sep 2026 00:00:00 +0000</pubDate>
      <description>Why version controlling Unreal Engine with Git LFS or Perforce is an exercise in suffering, why binary .uassets break legacy tools, and how content-addressed chunking fixes it.</description>
    </item>
    <item>
      <title>Shopping for a Perforce alternative</title>
      <link>https://folkorama.com/blog/perforce-alternative.html</link>
      <guid isPermaLink="true">https://folkorama.com/blog/perforce-alternative.html</guid>
      <pubDate>Thu, 27 Aug 2026 00:00:00 +0000</pubDate>
      <description>The friction that shows up in Perforce Helix Core once a game team outgrows the free tier, and an honest look at what moving to hosted lore costs you.</description>
    </item>
  </channel>
</rss>