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About Dits

Creative work deserves inspectable history

Open, local-first version control for large media and asset pipelines. The goal is to preserve exact source, then make the path from source to result reproducible and understandable.

The problem

Asset history is fragmented across systems

Source control is excellent at explaining code history, but large binary assets strain its storage model. Drives and review platforms move media well, but often preserve outputs without the structured decisions and dependencies behind them.

Dits starts at that seam. The current alpha provides a local, chunked, content-addressed history. The research direction adds explicit media structure and derivation before a remote service is allowed to become the source of truth.

Who comes first
Game and virtual-production teams
Small and mid-sized teams already combine Git-shaped engineering workflows with large, frequently changing assets. They can evaluate a useful local CLI and help define the format before a hosted collaboration layer exists.
Operating principles

Build trust into the order of work

Truth before reach
A local engine must write, verify, recover, and reconstruct reliably before collaboration can amplify it.
History users can own
The durable format and local engine should remain useful without an account or proprietary hosted service.
Intent, not only blobs
The long-term value is an explicit graph of source, edits, dependencies, and renditions—not a smarter folder of exports.
Evidence over adjectives
Compatibility, performance, and competitive claims need public fixtures, methods, raw results, and failure cases.
Current reality

Dits is an alpha, not a production platform

Local history and storage paths can be evaluated now. Network transfer, P2P, hosted services, public SDKs, NLE plug-ins, and enterprise operations are not shipped. Experimental media paths still need broader real-world validation.