The following five principles, which we have previously explained, form our SOLID principles:
- Single Responsibility Principle
- Open/Closed Principle
- Liskov Substitution Principle
- Interface Segregation Principle
- 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.
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