Why Game Devs Don't Merge Files

My point today is that, if we wish to count lines of code, we should not regard them as &ldquo;lines produced&rdquo; but as &ldquo;lines spent&rdquo;. —Edsger W. Dijkstra In the world of gamedev, versioning mistakes can be expensive and irreversible. Two people working on the same character texture, complex material, or Unreal Blueprint can throw away days of work if they don&rsquo;t realize both…