P4 Blog

  • December 08, 2016

    Perforce Acquires Seapine Software

    With 2016 winding to a close, Perforce is busy wrapping up a great year. Our goal over the last 365 days has been to offer an increasingly superior enterprise solution, one that enables large-scale technology and development projects for our customers.

    As a capstone to the last 12 months, Perforce made an addition to our portfolio that guarantees 2017 will be a year to remember. For us, the best-in-class ALM solution from Seapine Software was the clear choice.

  • December 07, 2016


    I recently read a blog post from Atlassian on why you should switch to Git (and specifically BitBucket of course) for game development. Since the post mentions Perforce explicitly, as the incumbent industry standard for game development, I would like to respond in kind and clarify a few points. A first question is: why do the leading game development studios in the world use Perforce Helix for their version management?

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  • December 05, 2016

    DevOps Digest Issue 304 Graphic

    Having chosen a high-level branching strategy, and made the choice to use Helix streams to help implement it in DevOps Digest 302 and 303, let us return to our previous question: what do we want to build automatically?

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  • November 29, 2016



    DevOps Digest 303 Learning About Streams

    In DevOps Digest 203 we compared promotion and trunk-based branching strategies, concluding that trunk-based development (TBD) grants us the most freedom and flexibility for rapid release cycles. Today, we take things further and explore the ways streams, a feature unique to Perforce Helix, can help us implement our strategy.  

    Streams are a way to codify TBD best practices, ensuring that only the most stable code flows upward, while developers can create any number of streams and child streams to organize teams in whatever ways make sense.

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  • November 17, 2016

    “We have developers all over the world, including many contractors. Perforce [Helix] allows us to define very granular access to the game, resulting in faster turnaround and better control.”

    Paul Vaden, Network Services Manager, Cloud Imperium Games


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  • November 15, 2016

    DevOps Digest Issue 302 image

    Now that the build process works nicely in Jenkins, our next step is automating it, but this requires some thought. It’s easy enough to establish simple source control polling to execute our current job whenever Jenkins detects changes in Perforce Helix. We could even make it event driven by establishing a trigger on the Perforce Helix server to launch the build in Jenkins.

    But what do we really want to build automatically?

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