At GodotCon 2026, Lilith Duncan presents a real-time version control system designed specifically for Godot, going beyond traditional Git to handle game assets and collaborative workflows more natively within the engine.
Background
- This talk from GodotCon 2026 proposes replacing Git-style snapshot-based version control with a real-time, live-syncing system for collaborative game development in the Godot engine.
- **Godot** is a popular free, open-source game engine, used by indie developers and increasingly in professional settings. **Git** is the standard version control system (like Google Docs for code) but it handles binary files (3D models, audio, scenes) poorly and requires manual commits and conflict resolution.
- The speaker, Lilith Duncan (also known as "lilith" or "haze"), is a Game Developer in Residence at the Game Innovation Lab at NYU's Tandon School of Engineering, known for hardware and engine-level tinkering.
- **Key problem:** Git was built for text code, not game assets. When multiple people edit a Godot scene file in Git, even simple changes cause merge conflicts that are hard to fix manually.
- **Why it matters:** The talk previews an experimental system that could eliminate the "commit, push, pull, resolve conflicts" workflow for Godot developers, replacing it with live multiplayer editing — a radical departure from how game teams currently collaborate.