Skip to main content
  1. Quick Notes & Explanations/

6. What is SOLID, and What is It Not?

·1 min· loading · loading ·

The following five principles, which we have previously explained, form our SOLID principles:

  1. Single Responsibility Principle
  2. Open/Closed Principle
  3. Liskov Substitution Principle
  4. Interface Segregation Principle
  5. Dependency Inversion Principle

I won’t redefine these terms. Instead, I’ll focus on what SOLID is not.

SOLID is not a method intended to arbitrarily complicate or make the coding process more difficult. Rather, it is a set of rules aimed at maximizing performance from our constraints, thereby achieving maximum quality and efficiency from the project.

The reason SOLID is so prominent in the gaming industry is that most games require optimization. Even in PC/Console-based games (where high quality and realistic experiences are often prioritized), they need such optimization rules to meet their primary constraints.

Reply by Email

Related

5. Choosing the Appropriate Architecture
·4 mins· loading · loading
After the reminders about optimization in the first three sections, we can bring together the principles from the fourth section to develop an architecture that can be applied to our project.
4. Design Pattern Examples
·10 mins· loading · loading
We can categorize Design Patterns under 3 main headings: Architectural Patterns Examples: MVC (Model-View-Controller), SOLID, MVVM… Design Patterns It is a specific Architectural Pattern, such as Singleton. Using it alone in a project is not sufficient, and optimization with several different patterns is necessary.
3. Why should we use architecture?
·3 mins· loading · loading
One of the fundamental advantages of working with principles and architectures in our projects is that it allows us to benefit from the advantages of libraries and plugins developed specifically for those principles.
2. GC Alloc ve GC Collect
·2 mins· loading · loading
In C# and some Object-Oriented Programming languages, there is the term Garbage Collector. However, in some mid-level programming languages, it is the programmer’s responsibility to remove objects that are no longer needed from memory.
1. Theory of Constraints & Games
·1 min· loading · loading
Theory of Constraints suggests that every production system has a single constraint that limits the producer from unlimited production, and the goal of the system is to continuously maximize the efficiency of that constraint.
Beat Them All
·1 min· loading · loading
The game offers a strategic experience where players merge houses to create powerful armies, sending them out to defeat their enemies in a visually engaging 3D environment. “Beat Them All 3D” challenges players to think strategically as they merge houses on the battlefield.