KISS - Keep It Simple Stupid

KISS - Keep It Simple Stupid

KISS Principle : The KISS principle emphasises simplicity in design and implementation, advocating that solutions should be straightforward and devoid of unnecessary complexity. This principle underscores the value of simplicity in maintaining code readability and ease of understanding. It warns against over-engineering, encouraging developers to focus on solving problems in the most direct way possible. In practice, adhering to KISS means writing code that can be easily understood by others, which is particularly important in collaborative environments and for future maintenance.

In line with the KISS principle, I am focusing this article on its application in Unity Game Development, although the principle has broader uses. I believe that adhering to this principle can even make life happier, almost like magic. However, for this article, I will concentrate on Unity Game Development so that developers can apply it to their coding and create cool, awesome games.

Variations: Variations on the phrase include:-

  • "keep it super simple",?
  • "keep it simple, silly",?
  • "keep it short and simple",
  • "keep it short and sweet",
  • "keep it simple and straightforward",?
  • "keep it small and simple",?
  • "keep it simple, soldier",?
  • "keep it simple, sailor",?
  • "keep it simple, sweetie",
  • "keep it stupidly simple", or?
  • "keep it sweet and simple".

Application:

  • Code Readability: Write code that is easy to read and understand, even for someone who did not originally write it.
  • Avoid Over-engineering: Don't add features or complexity that aren't necessary. Focus on solving the problem at hand in the simplest way possible.
  • Maintainability: Simple code is easier to maintain, debug, and extend.

For Example: In a game, if a function can be implemented with basic data structures instead of complex algorithms or design patterns, prefer the simpler approach unless there's a compelling reason to do otherwise.

Unity Example: Simplifying a Health System. Imagine you are developing a health system for characters in a Unity game. A complex approach might involve a detailed class hierarchy and numerous special cases for different types of damage and healing. However, the KISS principle would suggest keeping it simple.

A straightforward health system for a Unity game character might look like this:

public class Health : MonoBehaviour
{
    public int maxHealth = 100;
    private int currentHealth;

    void Start()
    {
        currentHealth = maxHealth;
    }

    public void TakeDamage(int amount)
    {
        currentHealth -= amount;
        if (currentHealth <= 0)
        {
            Die();
        }
    }

    public void Heal(int amount)
    {
        currentHealth = Mathf.Min(currentHealth + amount, maxHealth);
    }

    private void Die()
    {
        Debug.Log("Character died.");
    }
}        

This code is straightforward and covers basic health management, avoiding unnecessary complexity, adhering to the KISS principle.

If you'd like to contribute to this article with additional examples, illustrations, code, or pictures, please send me a direct message. Of course, all contributors will be credited..

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