<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	xmlns:media="http://search.yahoo.com/mrss/" >

<channel>
	<title>Eden Weaver &#8211; Raining Weaver</title>
	<atom:link href="https://weaver.mydcts.org/author/eden/feed/" rel="self" type="application/rss+xml" />
	<link>https://weaver.mydcts.org</link>
	<description></description>
	<lastBuildDate>Fri, 31 Oct 2025 17:39:00 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=6.9.4</generator>

<image>
	<url>https://weaver.mydcts.org/wp-content/uploads/2023/10/apple-touch-icon-150x150.png</url>
	<title>Eden Weaver &#8211; Raining Weaver</title>
	<link>https://weaver.mydcts.org</link>
	<width>32</width>
	<height>32</height>
</image> 
	<item>
		<title>The Best Practices For Unreal Engine &#8211; Beginner Edition</title>
		<link>https://weaver.mydcts.org/blog/the-best-practices-for-unreal-engine-beginner-edition/</link>
		
		<dc:creator><![CDATA[Eden Weaver]]></dc:creator>
		<pubDate>Fri, 31 Oct 2025 17:38:58 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<guid isPermaLink="false">https://weaver.mydcts.org/?p=442</guid>

					<description><![CDATA[When using Unreal Engine, you might get confused by its powerful but complex features. This short guide gives clear, practical rules you can follow right away so your projects stay organized, run smoothly, and let your team (or just you) always stay on top of your work. 1) Project setup — start clean When starting [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>When using Unreal Engine, you might get confused by its powerful but complex features. This short guide gives clear, practical rules you can follow right away so your projects stay organized, run smoothly, and let your team (or just you) always stay on top of your work.</p>



<h3 class="wp-block-heading">1) Project setup — start clean</h3>



<p>When starting a project, there are a few easy guidelines to follow to make sure you don&#8217;t get lost in the amount of content your project starts to take up. For this, I have some fairly easy-to-understand concepts that you should read up on and understand when making your game and such.</p>



<ul class="wp-block-list">
<li>Use a simple folder structure: Make an Individual Folder for Content/Gameplay, Content/UI, Content/Environments, Content/Characters.</li>



<li>Turn on source control from day one (Perforce for big teams; Git + LFS for small teams). Exclude Binaries, Saved, Intermediate, and local DerivedDataCache.</li>



<li>Make a starter template that creates folders, default plugins, and .ini settings so every branch begins consistently.</li>



<li>Keep one short README or “Project Playbook” in the repo that explains naming rules, texture limits, and who owns what, also, you can use it as a way to remember what you were last working on if you take a break at any time.</li>
</ul>



<h3 class="wp-block-heading">Why it matters: </h3>



<p>When making a game, management of the resources you are utilizing is of utmost importance, as it is easy to get lost in the work and not really know what you&#8217;re even doing up to a certain point.</p>



<h3 class="wp-block-heading">2) Assets and performance — basics to follow</h3>



<ul class="wp-block-list">
<li>Always export at least 2–3 LODs(Level of Development) for meshes (high, medium, low). Use HLOD(Hierarchical Level of Detail) for distant groups of objects.</li>



<li>Use free and easy-to-place models/objects to keep the project moving, then swap them in for the actual models you want to use.</li>



<li>Use material instances instead of unique shaders for each object. Share master materials.</li>



<li>Treat Nanite and Lumen as optional tools—try them on a test scene first before enabling globally, as they can easily mess with performance.</li>



<li>Profile early: run the editor’s GPU/CPU profiler after major changes to catch slowdowns.</li>
</ul>



<p>Why it matters: Keeping your frames stable while working is very important, as a slower instance of your project can slow down your entire rhythm.</p>



<h3 class="wp-block-heading">3) Blueprints vs C++ — how to choose</h3>



<ul class="wp-block-list">
<li>Start with Blueprints for fast prototyping and designer-friendly tweaks.</li>



<li>Move heavy, repetitive, or math-heavy code to C++ once it becomes slow or complex.</li>



<li>Use a hybrid pattern: C++ core systems + Blueprints for glue and tuning (Data Assets and Data Tables let non-coders adjust values).</li>
</ul>



<p>Practical tip: Blueprints are best used for getting systems set up and testing features, as they are easy to put together and require practically 0 coding skill to understand. However, beyond that, you will need to know C++ to make the game more efficient and tailor it to your liking.</p>



<h3 class="wp-block-heading">4) Workflow and automation — small steps that help a lot</h3>



<ul class="wp-block-list">
<li>Automate basic checks in CI(Continuous Integration): missing LODs, oversized textures, redirectors, and failed packaging.</li>



<li>Run a simple “smoke test” before merging: start game, run core mechanic, exit cleanly, package build.</li>



<li>Version the Project Playbook with the repo so onboarding is fast and consistent.</li>
</ul>



<p>Why it matters: automating your system to catch errors and make sure bugs don&#8217;t happen while your coding can seriously help you continue to code and not have to worry about the millionth bug in your system that slows down the entire project.</p>



<h3 class="wp-block-heading">5) Iteration and testing — keep feedback fast</h3>



<ul class="wp-block-list">
<li>Use Live Coding, Hot Reload, and Play In Editor to shorten edit-test cycles.</li>



<li>Add lightweight logging or telemetry for crashes, long frames, and missing assets.</li>



<li>Do short, focused playtests—fix the top issues before broad testing.</li>
</ul>



<p>Why it matters: Being able to test your game fast is very good for letting you know what state your game is in, as being able to catch bugs and such is pretty important when making a game and such.</p>



<h3 class="wp-block-heading">6) Simple explanations of key concepts</h3>



<ul class="wp-block-list">
<li>LODs (Levels of Detail): Think of LODs as cheaper versions of a model used when an object is far away. The engine swaps to lower-detail models at distance so the game runs faster without obvious visual loss. Always include at least 2 LODs so distant scenes stay smooth.<br></li>



<li>HLOD (Hierarchical LOD): HLOD groups many nearby objects into one simplified mesh when far away, reducing the number of things the GPU must draw.<br></li>



<li>Nanite: A UE5 system that lets you use extremely detailed meshes without manually making many LODs. It’s great for dense, static scenery but can increase build time and memory for some workflows—use it where it clearly helps.<br></li>



<li>Lumen: A real-time lighting system that gives dynamic global illumination (more realistic light bounces). It speeds up iteration on lighting but can cost performance compared to baked lighting on lower-end platforms.<br></li>



<li>Derived Data Cache (DDC): A cache of processed assets (shaders, cooked data) shared across machines. A shared DDC means less waiting when other team members build or open the project.<br></li>



<li>Source control basics: Treat it like a project diary. Commit often, write short clear messages, and branch for features. If you accidentally break something, you can roll back to a working state.</li>
</ul>



<h3 class="wp-block-heading">7) Practical starter checklist (copy into your repo)</h3>



<ul class="wp-block-list">
<li>[ ] Starter template with folders and plugins</li>



<li>[ ] Source control configured and tested</li>



<li>[ ] Texture budget sheet per platform</li>



<li>[ ] LOD requirement enforced at import (min 2 LODs)</li>



<li>[ ] CI smoke test for packaging + automated asset checks</li>



<li>[ ] Project Playbook in repo</li>
</ul>



<h3 class="wp-block-heading">Final note</h3>



<p>When starting a project, make sure to start with simple, repeatable rules. Enforce them early, automate the boring checks, and keep prototypes readable (Use Blueprints) while moving performance-critical code to C++. Small habits—consistent folders, source control, LODs, and nightly profiling—prevent most headaches and let you focus on making the game fun.</p>



<h2 class="wp-block-heading">Sources</h2>



<ul class="wp-block-list">
<li><a href="https://dev.epicgames.com/community/learning/tutorials/8JYW/epic-for-indies-setting-up-an-unreal-engine-studio-the-epic-way" data-type="link" data-id="https://dev.epicgames.com/community/learning/tutorials/8JYW/epic-for-indies-setting-up-an-unreal-engine-studio-the-epic-way" target="_blank" rel="noopener">Epic Games — Setting up an Unreal Engine studio the Epic way</a> </li>



<li><a href="https://dev.epicgames.com/documentation/en-us/unreal-engine/get-started" data-type="link" data-id="https://dev.epicgames.com/documentation/en-us/unreal-engine/get-started" target="_blank" rel="noopener">Epic Games — Unreal Engine 5 documentation (Get Started &amp; core docs) </a></li>



<li><a href="https://generalistprogrammer.com/unreal-engine" data-type="link" data-id="https://generalistprogrammer.com/unreal-engine" target="_blank" rel="noopener">Generalist Programmer — Unreal Engine Game Development: Complete Guide to UE5 (2025)</a> </li>



<li><a href="https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-overdraw-focused-lods-test-results-epics-documentation-is-dangering-optimization/1263218" data-type="link" data-id="https://forums.unrealengine.com/t/nanite-performance-is-not-better-than-overdraw-focused-lods-test-results-epics-documentation-is-dangering-optimization/1263218" target="_blank" rel="noopener">Unreal Engine Forums discussion on Nanite, Lumen, LODs, and profiling</a> </li>



<li><a href="https://www.jendrikillner.com/post/graphics-programming-weekly-issue-334/" data-type="link" data-id="https://www.jendrikillner.com/post/graphics-programming-weekly-issue-334/" target="_blank" rel="noopener">Graphics Programming weekly and technical writeups on Nanite/Lumen performance considerations </a></li>
</ul>



<p></p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Triple Game Engine Review</title>
		<link>https://weaver.mydcts.org/blog/triple-game-engine-review/</link>
		
		<dc:creator><![CDATA[Eden Weaver]]></dc:creator>
		<pubDate>Tue, 20 May 2025 09:14:03 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<guid isPermaLink="false">https://weaver.mydcts.org/?p=423</guid>

					<description><![CDATA[Introduction Hello, in this blog post, I’m sharing my personal experience with 3 different game engines of my choice. I’ll go over what I liked, what I didn’t, and their qualities as their individual game engine. This is not a technical review but rather my own opinions based on using them in different projects. I’ve [&#8230;]]]></description>
										<content:encoded><![CDATA[
<h1 class="wp-block-heading">Introduction</h1>



<p>Hello, in this blog post, I’m sharing my personal experience with 3 different game engines of my choice. I’ll go over what I liked, what I didn’t, and their qualities as their individual game engine. This is not a technical review but rather my own opinions based on using them in different projects. I’ve also included images and other visuals to help explain some of my points. </p>



<p>Along with that, I would like it to be very known that I am in no way a professional coder or a professional game developer currently, as of writing this I am still in school and am still learning, so listen to my opinions as if I knew what the concepts are, but are unable to use them in any significant way.</p>



<p>Also, for each of these, I used a tutorial guide that I believed I was skilled enough to complete, as I am not currently knowledgeable enough in every game engine to make my own game. </p>



<h2 class="wp-block-heading"><strong>Overview of Game Engines Covered</strong></h2>



<p>The game engines I decided to try out were Godot, Unity, and Unreal Engine. I initially wanted to do 5 game engines, but I realised I didn&#8217;t have enough time or energy to make 5 different games in 5 different game engines, so I settled for trying to make 3 games.</p>



<p>Currently, my experience with the three game engines has been a bit touch and go, as I have never really started a project of my own to really build my skills, though I will most certainly do that in the future.</p>



<p>When it comes to the features that each game engine has, please view the infographic below.</p>



<figure class="wp-block-image size-large is-resized"><img fetchpriority="high" decoding="async" width="1024" height="683" src="https://weaver.mydcts.org/wp-content/uploads/2025/05/Heading-1024x683.png" alt="Different Game Engine's and their features" class="wp-image-424" style="width:735px;height:auto" srcset="https://weaver.mydcts.org/wp-content/uploads/2025/05/Heading-1024x683.png 1024w, https://weaver.mydcts.org/wp-content/uploads/2025/05/Heading-300x200.png 300w, https://weaver.mydcts.org/wp-content/uploads/2025/05/Heading-768x512.png 768w, https://weaver.mydcts.org/wp-content/uploads/2025/05/Heading.png 1536w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<p><strong>As you can see</strong>, each engine has its strengths and features that make it stand out compared to its fellow rivals. Also, I would like to point out the 5% Royalty Fee that Unreal Engine 5 has, as it only comes into effect once the said game IP brings in over 1 million dollars in revenue. So if you were worried about getting your profits taken by Epic Games, then I wouldn&#8217;t lose sleep over it.</p>



<h2 class="wp-block-heading">Unity</h2>



<p>Firstly, I will talk about Unity, as it was one of the two game engines that I was unfortunately unable to complete in time for this blog. My previous experience with Unity was the least compared to Godot and Unreal, so I did sort of expect this could happen, but I was always being told by my fellow developers that Unity would be easy to handle, so being unable to complete the project was a bit of a shock.</p>



<p>I believe the reason for my inability to complete this project is due to my inexperience as a developer, along with my unwillingness to put forth more effort. But, along with that, I believe that unity has changed far too much from before. Clearly, at some point, Unity became just different enough, where a new user would see that the old videos they could&#8217;ve used, like Brackey&#8217;s or someone like that, are no longer viable, as Unity has evolved so far.</p>



<p>While I was using it, I encountered weird things happening all the time, like my code consistently not working even when I used a tutorial, along with textures going missing and turning pink even though I had just imported them. I found it to be very odd, and I could only chalk it up to the age of the assets I was using, along with the code for Unity changing over the years, which led to older code being deprecated.</p>



<p>Also, Unity has <a href="https://weaver.mydcts.org/blog/game-engines-which-one-is-the-best/" data-type="link" data-id="https://weaver.mydcts.org/blog/game-engines-which-one-is-the-best/">fallen out of favor</a> with the developer community due to a very large scandal with the company&#8217;s policy. I think this has led to a major change in how Unity is now, where there is becoming scarcer and scarcer information on how to use Unity correctly as Unity continues to update. </p>



<p>Overall, I would rank Unity out of the three the lowest, as I not only lost track of what I was doing, but was unable to even run the game as the compiler kept bugging out on me. This is as far into the project as I was able to get. If you want to try to make it yourself, then you can follow this tutorial by Charger Games.</p>



<figure class="wp-block-image size-full is-resized"><img decoding="async" width="684" height="380" src="https://weaver.mydcts.org/wp-content/uploads/2025/05/Screenshot-2025-05-19-174222.png" alt="" class="wp-image-425" style="width:422px;height:auto" srcset="https://weaver.mydcts.org/wp-content/uploads/2025/05/Screenshot-2025-05-19-174222.png 684w, https://weaver.mydcts.org/wp-content/uploads/2025/05/Screenshot-2025-05-19-174222-300x167.png 300w" sizes="(max-width: 684px) 100vw, 684px" /></figure>



<figure class="wp-block-embed aligncenter is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Make A Game in 30 Minutes with Unity &amp; C#" width="800" height="450" src="https://www.youtube.com/embed/STohifMueiM?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<h2 class="wp-block-heading">Godot</h2>



<p>Now, Godot was where I got disappointed in my skills, as I thought it was going to be very easy to pick up and learn. Unfortunately, this is the second game engine I was unable to complete, this is mostly due to the fact that I was unable to get the tilemaps to work properly. </p>



<p>I think something that I don&#8217;t like about Godot and Unity is the fact that you have to put in your assets for almost everything. Like, when it came to that tutorial I used for the Unity engine, I had to import my grass texture and my ball. The same goes for Godot, I had to find a asset pack that I could use and then fumble around trying to make it work, only to realise the specific tiles that I want to place are not in the correct height on the TileMap, so when I try to place them one of them is going to be floating somewhere where I wouldn&#8217;t want it to. </p>



<p>Overall, I feel like I will like using Godot, it does not seem complicated to use, really it&#8217;s just that I got stuck on an issue I was unable to fix myself (and also apparently no information I found online was able to help me as well) and so I got in a position where I was doomed.</p>



<p>This is as far as I got with Godot. If you want to try and figure it out for yourself, the tutorial I used is below.</p>



<figure class="wp-block-image size-large is-resized"><img decoding="async" width="1024" height="498" src="https://weaver.mydcts.org/wp-content/uploads/2025/05/Screenshot-2025-05-20-033351-1024x498.png" alt="" class="wp-image-427" style="width:434px;height:auto" srcset="https://weaver.mydcts.org/wp-content/uploads/2025/05/Screenshot-2025-05-20-033351-1024x498.png 1024w, https://weaver.mydcts.org/wp-content/uploads/2025/05/Screenshot-2025-05-20-033351-300x146.png 300w, https://weaver.mydcts.org/wp-content/uploads/2025/05/Screenshot-2025-05-20-033351-768x373.png 768w, https://weaver.mydcts.org/wp-content/uploads/2025/05/Screenshot-2025-05-20-033351.png 1342w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<figure class="wp-block-embed aligncenter is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Build a 2D GODOT Platformer in 20 Minutes!" width="800" height="450" src="https://www.youtube.com/embed/dpBcidxfJSg?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<h2 class="wp-block-heading">Unreal Engine</h2>



<p>Finally, at the very end, there is Unreal Engine. I have to say, out of the 3 engines I used, Unreal Engine is BY FAR the easiest one I used. There were no compiling errors, there was no placing in assets from some random place, and there was no getting stuck because you couldn&#8217;t figure out how to enable a single feature.</p>



<p>The entire time I used Unreal Engine, I felt like I knew what I was doing and what functions I was creating. It really felt like I would be able to use the skills I learned from the tutorial and tweak them to make a game of my own.</p>



<p>Along with that, it was the ONLY game that I was able to finish, and so, I will show you the gameplay of the Unreal Engine tutorial.</p>



<figure class="wp-block-video aligncenter"><video height="1080" style="aspect-ratio: 1920 / 1080;" width="1920" controls src="https://weaver.mydcts.org/wp-content/uploads/2025/05/Win-Screen-1-2-1-1-1-1.mp4"></video></figure>



<p></p>



<p><strong>Along with that</strong>, it even has a functioning lose screen if you don&#8217;t collect all the orbs in time.</p>



<p></p>



<figure class="wp-block-video aligncenter"><video height="1080" style="aspect-ratio: 1920 / 1080;" width="1920" controls src="https://weaver.mydcts.org/wp-content/uploads/2025/05/Lose-Screen.mp4"></video></figure>



<p>Unreal Engine was the only one that worked practically flawlessly the moment I used it, and for that, I am most surely planning to use it as my main game engine.</p>



<p>If you want to make the game I crafted, then please watch <a href="https://www.youtube.com/@renderbucket" target="_blank" rel="noopener">Render Bucket&#8217;s</a> video on it, as he is an excellent teacher.</p>



<figure class="wp-block-embed alignleft is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Unreal 5 - Making a Game in 15 Minutes &#x1f3ae;&#x1f680;" width="800" height="450" src="https://www.youtube.com/embed/587LSpMRgf4?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<h1 class="wp-block-heading">Conclusion</h1>



<p>Now that I have tried 3 different game engines, I don&#8217;t really need to have quite an open-ended conclusion statement. In the end, after all, the only one that worked for me was Unreal, and so if you do try one, then I recommend using it first, as it is incredibly easy to pick up and use. If another one works for you while you&#8217;re coding, then by all means, you should use it, but I was unable to get any of the others to work the way I wished they would.</p>
]]></content:encoded>
					
		
		<enclosure url="https://weaver.mydcts.org/wp-content/uploads/2025/05/Win-Screen-1-2-1-1-1-1.mp4" length="0" type="video/mp4" />
<enclosure url="https://weaver.mydcts.org/wp-content/uploads/2025/05/Lose-Screen.mp4" length="0" type="video/mp4" />

		<media:content url="https://www.youtube.com/embed/STohifMueiM" medium="video" width="1280" height="720">
			<media:player url="https://www.youtube.com/embed/STohifMueiM" />
			<media:title type="plain">Make A Game in 30 Minutes with Unity &amp; C#</media:title>
			<media:description type="html"><![CDATA[Build 5 Games with Unity : https://www.udemy.com/unity-2d-game-development-by-example/?couponCode=YOUTUBE9(21+ Hours of Video)Best Game Development Courses:1...]]></media:description>
			<media:thumbnail url="https://weaver.mydcts.org/wp-content/uploads/2025/05/make-a-game-in-30-minutes-with-u.jpg" />
			<media:rating scheme="urn:simple">nonadult</media:rating>
		</media:content>
	</item>
		<item>
		<title>Game Engines, Which One is The Best?</title>
		<link>https://weaver.mydcts.org/blog/game-engines-which-one-is-the-best/</link>
		
		<dc:creator><![CDATA[Eden Weaver]]></dc:creator>
		<pubDate>Fri, 21 Mar 2025 18:16:19 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<guid isPermaLink="false">https://weaver.mydcts.org/?p=387</guid>

					<description><![CDATA[Introduction Have you ever started working on a game, only to get frustrated by an overly complicated feature in your game engine or the lack of resources to solve a problem you’re facing? If so—or if you think you might run into this issue—I’ve compiled a list of game engines along with my take on [&#8230;]]]></description>
										<content:encoded><![CDATA[
<h2 class="wp-block-heading">Introduction</h2>



<p>Have you ever started working on a game, only to get frustrated by an overly complicated feature in your game engine or the lack of resources to solve a problem you’re facing? If so—or if you think you might run into this issue—I’ve compiled a list of game engines along with my take on which ones you should use, backed by ratings from other sources! Also, if you need more information on how you should start your project, check out <a href="https://weaver.mydcts.org/blog/guide-to-game-dev-timelines/"><strong>this link</strong></a> for help on making your game development timeline!</p>



<h2 class="wp-block-heading">What game are you making?</h2>



<p>Firstly, the type of game you make is very important to what type of engine you would use to create that game you want. You wouldn’t want to use something good for a 3D FPS and then make a 2D Platformer with it, otherwise, you might run into performance issues and bugs galore. Using the correct game engine for your project can help quicken your progress immensely and lead to a better game experience for your players as well.</p>



<h2 class="wp-block-heading">Unity Engine Review</h2>



<figure class="wp-block-image alignleft size-full is-resized"><img loading="lazy" decoding="async" width="225" height="225" src="https://weaver.mydcts.org/wp-content/uploads/2025/03/images.png" alt="" class="wp-image-401" style="width:171px;height:auto" srcset="https://weaver.mydcts.org/wp-content/uploads/2025/03/images.png 225w, https://weaver.mydcts.org/wp-content/uploads/2025/03/images-150x150.png 150w" sizes="(max-width: 225px) 100vw, 225px" /></figure>



<p>Now that I have explained why some game engines would be better than others, let’s start with the one that is recommended for beginners, Unity.</p>



<p>Overall reviews for the engine are positive, with it having a <strong>4.5</strong> out of 5 stars on g2 and a <strong>4.6</strong> out of 5 stars on GetApp, with Unity being described by g2 as, “the world’s leading platform for creating and operating interactive”, and a reviewer named Atharva V. said that “After using Unity for two years, I can say that it is among the easiest game engines to use”, but that “Sometimes, the frequent upgrades cause problems with ongoing projects, necessitating more debugging and compatibility problems.”</p>



<p>Overall, Unity is a very solid 3D and 2D game engine, with the code of choice for the program being C#, which is a more beginner friendly coding path for people who just want to try out coding for their first time and as such it has also gained a large following, leading to large amounts of documentation, making any problem you have with the game engine able to be fixed very quickly due to someone most likely having already dealt with the issue in the past.</p>



<figure class="wp-block-embed alignleft is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Unity Review: Awesome Game engine to get started in Game Development" width="800" height="450" src="https://www.youtube.com/embed/QuHxyhKrQo4?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<p>Now, my personal review of the game is quite different to the reviews from websites and such, as I will be taking into account of the history of Unity, as it isn’t exactly the cleanest company in terms of giving its customers a good product. To explain what I mean, back in 2024, Unity announced its next version of the game engine, which was called Unity 6, and up until this point the game engine wasn’t really hated at all.</p>



<p>The only controversy that I was able to find was people criticizing Unity’s accessibility being so high that a flood of poorly made, low quality games from inexperienced developers began to be pumped out, but it wasn’t too big of a controversy for Unity’s reputation. But ultimately they ruined their reputation almost entirely in 2024 with the new runtime fee.</p>



<p>In 2024 to go along with their new Unity 6 version, they announced a Runtime fee for all games made using the Unity engine, which meant that any game that had a specific number of installations would be subject to getting taxed for each player that joined the game. This, obviously, is a horrible decision as it means that lower budget studios or games that are free would be massively affected by this change, as it meant that even if a person downloaded their game and didn’t play it, they would still be taxed for someone downloading the game.</p>



<figure class="wp-block-embed alignleft is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="The Ugly Reality of Unity&#039;s New Runtime Fee" width="800" height="450" src="https://www.youtube.com/embed/GWIHpTY2vsM?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<p>This was clearly unfair and would kill free to play games made with unity, with basically the entire gaming community lashing out against Unity the moment it was announced. This lead to Unity hitting a 60% decline in stock all the way to May 2024, along with an overall decline of studios using the Unity engine in favor of other engines.</p>



<p>In the end, the CEO rolled back the idea and instead announced that they would just increase the price of existing plans for Unity annually. But at this point, it didn’t matter, the damage was done and Unity had lost an immense amount of its reputation that it would never gain back from the community that had originally supported them.</p>



<p>Overall, from my personal perspective, I have to rate the Unity engine a <strong>3.0/5</strong> stars, due to the clear disdain the company has for its players and eagerness to squeeze every penny from their fan base&#8217;s pockets, I cannot recommend using Unity for any serious projects. But as a tool to start learning how to create games, it is still a fine engine to use, as the immense amount of time and effort people put into documenting all the features of Unity will help tremendously in improving your skills as a game creator.</p>



<h2 class="wp-block-heading">Unreal Engine Review</h2>



<figure class="wp-block-image alignleft size-full is-resized"><img loading="lazy" decoding="async" width="800" height="653" src="https://weaver.mydcts.org/wp-content/uploads/2025/03/Unreal_Engine_Logo.svg_.png" alt="" class="wp-image-400" style="width:213px;height:auto" srcset="https://weaver.mydcts.org/wp-content/uploads/2025/03/Unreal_Engine_Logo.svg_.png 800w, https://weaver.mydcts.org/wp-content/uploads/2025/03/Unreal_Engine_Logo.svg_-300x245.png 300w, https://weaver.mydcts.org/wp-content/uploads/2025/03/Unreal_Engine_Logo.svg_-768x627.png 768w" sizes="(max-width: 800px) 100vw, 800px" /></figure>



<p>Now, to move on from that rant on Unity, let&#8217;s go to its main contender, Unreal Engine. Unreal Engine was the 3D game engine created by Epic Games, who you might know for making Fortnite, Fall Guys, Gears of War, or PC Building Simulator 2. The main selling point of Unreal Engine is that the graphics are absolutely stunning for a (partially) free-to-use game engine, gaining it enough reputation to be legitimately used for AAA games.</p>



<p>To go along with that, reviews of Unreal Engine on Gartner show that people do indeed believe it to be special, “Unreal engine has powerful graphics and is famous for its stunning and very high-quality visuals which provide a real feel that is used in AAA movies and games.”, and, “Unreal Engine&#8217;s unique ability to leverage Blueprints and superior visual experience makes it one of the top game engines available.”, with the score on Gartner being <strong>4.6/5</strong> stars and on Capterra being even higher with <strong>4.8/5</strong> stars.</p>



<figure class="wp-block-embed alignleft is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Is Unreal Engine 5 worth the hype?" width="800" height="450" src="https://www.youtube.com/embed/yFHoSGq2huQ?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<p>Clearly Unreal Engine is a strong engine, but what about the company behind Unreal, what about Epic Games?</p>



<p>Well, a company as big as Epic Games is bound to run into issues at some point in its life, with the first road bump being the court case with Silicon Knights, who helped make Metal Gear Solid: The Twin Snakes. Back in 2007, Silicon Knights alleged that Epic was “sabotaging” the people who bought the Unreal Engine 3 licenses, saying that Epic was supposed to release a “ working version of the engine” within six months from the Xbox 360 developer kits being released, and that Epic had missed the time to release Unity Engine 3, and that when it was released, the documentation for said engine wasn’t good enough to use it.</p>



<p>They also said that Epic games had “withheld vital improvements to the game engine”, saying that the engine was more game specific, along with Epic taking the licensing fees earned from the engine and using it to make its own titles instead of building up the Unity engine.</p>



<p>In the end, however, the court sided with Epic Games as Epic defeated the Silicon Knights lawsuit along with winning its counter-suit due to cases of “copyright infringement, misappropriation of trade secrets, and breach of contract”, as Epic was able to produce clear evidence that Silicon Knights had stolen thousands of lines of code from the Unreal Engine and put it into their engine, with Silicon Knights attempting to hide the fact that they had done it by getting rid of the copywrite notices and disguising the code.</p>



<p>As punishment, Silicon Knights was forced to get rid of all code related to Unreal Engine 3 along with recalling and destroying all games they had made using the Unreal Engine 3 code, along with paying up to $4.45 million to Epic Games, this immense loss lead to the eventual bankruptcy of Silicon Knights in 2014.</p>



<p>After this, Epic Games had a spat with Apple and Google about letting Epic sell V-Bucks on Fortnite directly from the Epic Games Store instead of from the iOS or Android store. </p>



<figure class="wp-block-embed alignright is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Epic Games, Inc. v. Apple, Inc. Case Brief Summary | Law Case Explained" width="800" height="450" src="https://www.youtube.com/embed/m6yXbvXgPxM?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<p>This isn’t the main big criticism though, as that comes in the form of the FTC child privacy settlement that happened in 2022. In December of 2022, Epic Games was accused of violating COPPA via the game Fortnite by collecting the personal data of children without the knowledge or consent of a parent or guardian, exposing kids and teenagers to cases of harassment, and misleading their users to make unwanted purchases while the user played the game.</p>



<p>This led to Epic Games making a long statement along with paying a combined $520 million to cover the settlement case, along with refunds for users who bought currency in Fortnite.</p>



<figure class="wp-block-embed alignright is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Fortnite maker Epic Games to pay $520 mn fine for violating kids privacy law | Latest English News" width="800" height="450" src="https://www.youtube.com/embed/-sHgULpNpCE?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<p>Overall, the current state at Epic Games isn’t the worst, though the thought that they may be collecting your personal data is a bit worrying it isn’t much to think about as pretty much every single company will scrape any bit of your information to sell to third parties. Other than the few major court cases they’ve had, Epic Games seems to have kept a decent track record of being a reliable company in terms of delivering a good service.</p>



<p>This leads me to my rating of the Unreal Game Engine, with it receiving a <strong>4.5/5</strong> star rating from me personally, as I believe that the company seems to be competent enough to know that they can’t just scam the gaming community like how Unity decided to.</p>



<p>Along with that, Unreal Engine is just a gorgeous tool that produces incredible games much easier than other highly demanding game engines, and thus I believe that if you want to make a modern game in this day and age, you need to use Unreal Engine, it just has everything you will ever need and will continue to have everything you need.</p>



<h2 class="wp-block-heading">Godot Engine Review</h2>



<figure class="wp-block-image alignleft size-large is-resized"><img loading="lazy" decoding="async" width="1024" height="1024" src="https://weaver.mydcts.org/wp-content/uploads/2025/03/Godot_icon.svg_-1024x1024.png" alt="" class="wp-image-398" style="width:181px;height:auto" srcset="https://weaver.mydcts.org/wp-content/uploads/2025/03/Godot_icon.svg_-1024x1024.png 1024w, https://weaver.mydcts.org/wp-content/uploads/2025/03/Godot_icon.svg_-300x300.png 300w, https://weaver.mydcts.org/wp-content/uploads/2025/03/Godot_icon.svg_-150x150.png 150w, https://weaver.mydcts.org/wp-content/uploads/2025/03/Godot_icon.svg_-768x768.png 768w, https://weaver.mydcts.org/wp-content/uploads/2025/03/Godot_icon.svg_-1536x1536.png 1536w, https://weaver.mydcts.org/wp-content/uploads/2025/03/Godot_icon.svg_.png 2048w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<p>Next, let&#8217;s move to a more simple game engine, Godot. Godot is a mainly 2D game engine, though it is able to do 3D as well, with the main selling point being that it is free and open source. There is no official coding language for Godot which can make the process of using it a bit challenging but it isn’t the worst thing to use for a simpler game engine.</p>



<p>PCMAG gives the engine a <strong>4.0/5</strong> stars, saying “Godot proves nothing is stopping smaller game engines from offering impressive 3D support. Browse Godot’s game showcase, and you’ll see many different genres, including side-scrolling platformers, top-down shmups, and strategy titles”, with the reviews on Capterra giving it 4.2/5 stars, with reviews saying “It is a great software for us to get into the game development scenario and the advantage is that it is open source.”</p>



<figure class="wp-block-embed alignleft is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="My Thoughts on the Godot Game Engine - Pros &amp; Cons" width="800" height="450" src="https://www.youtube.com/embed/5JQne9Twpgc?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<p>Overall, it seems that Godot is a very easy, simple, but still powerful game engine that is good for both 2D and 3D, but in the end, there is always someone behind Godot, so who created it?</p>



<p>Well actually, this time there isn’t an official company behind Godot, instead there are the two authors who created it, Juan Linietsky and Ariel Manzur, who created the engine back in 2001 for a handful of companies before they eventually released the engine to the public in 2014 as an open source game engine for anyone to use. Overall, from the research I have conducted, there aren’t any controversies surrounding the original authors or the game engine itself, which is to be expected since the engine is open source, meaning it&#8217;s not like a giant corporation holds all the rights to the engine itself.<br><br>Overall, this brings me to my rating on the Godot engine, with me having to give it <strong>4.0/5</strong> stars. This is due to the fact that, while the people behind Godot are clean and the game engine itself isn’t in hot water, the actual capabilities of Godot aren’t up there with the likes of Unreal or Unity, but in the end it is still a functional game engine that is able to deal with most beginner projects and is a good option for indie devs since it has no fees or plans like unreal or unity, just a simple download and you can start making a game.</p>



<h2 class="wp-block-heading">Game Maker Engine Review</h2>



<figure class="wp-block-image alignleft size-full is-resized"><img loading="lazy" decoding="async" width="225" height="225" src="https://weaver.mydcts.org/wp-content/uploads/2025/03/download.png" alt="" class="wp-image-399" style="width:172px;height:auto" srcset="https://weaver.mydcts.org/wp-content/uploads/2025/03/download.png 225w, https://weaver.mydcts.org/wp-content/uploads/2025/03/download-150x150.png 150w" sizes="(max-width: 225px) 100vw, 225px" /></figure>



<p>Now, let&#8217;s move on to a game engine that also specializes in 2D game creation, Game Maker. Game Maker is one of those engines that pretty much every new developer will try using at least once, as it is one of the simplest-to-learn engines out there for people to use. The reviews for Game Maker echo this view, saying “GameMaker: Studio is a powerful and feature-rich game development engine that is easy to learn and use. With its drag-and-drop interface, it’s easy to quickly get up and running” but, “its steep learning curve and lack of certain features can be a challenge for newcomers and experienced developers alike.”</p>



<figure class="wp-block-embed alignright is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Why I Chose Gamemaker For My Indie Game" width="800" height="450" src="https://www.youtube.com/embed/XxxyGELApuQ?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<p>Overall reviews give it a <strong>4.4/5</strong> stars, and say that while it is an easy-to-use engine, the learning curve is very high for an engine of its quality. But what about the company, is there anything worrisome they’ve done?<br><br>Other than the reviews, my research on the game shows that the company and the game engine really haven’t had any controversies, with the engine being released in 1999 and updates being published for the engine every few years or so, with the most recent one being back in August 2020, after that it was just minor changes to the naming conventions of things about the update and such.</p>



<p>Overall, it&#8217;s just a simple game engine, there isn’t much to talk about other than the fact that it is free to use, simple to learn, and if you are going to make your first game it wouldn’t be a bad idea to try it out using game engine to figure out the basics of what game you want to make.</p>



<p>For my rating, I give it a <strong>3.5/5</strong> star rating, just because the software is getting a bit old but it&#8217;s still functional, and hey it doesn’t have any controversies connected to the company behind it, so it&#8217;s overall fine to use.</p>



<h2 class="wp-block-heading">CryEngine Engine Review</h2>



<p>Finally, let’s talk about one of the hardest-to-learn game engines, CryEngine. CryEngine is one of those game engines that you probably haven’t heard of as much as Unity or Unreal Engine, but it is still a very powerful tool for game development, specifically for games that heavily focus on realistic 3D graphics. CryEngine was created by a company called Crytek, who you may recognize for creating the Crysis series, which was widely known for pushing the graphical limits of gaming back when they first released.</p>



<p>The main selling point of CryEngine is the graphics, with the graphics that CryEngine is able to produce being pretty solid. The engine is built in a way that almost guarantees your game will have visually stunning environments with high fidelity, realistic lighting, and lifelike textures, but of course, there are some downsides to that which we’ll get into later.</p>



<p>Looking at the reviews of CryEngine from a few different sources, the ratings are pretty solid. G2 has CryEngine rated at 4.3/5 stars, with a reviewer stating that “With this engine you can create high quality graphics games. Cryengine supports VR so you can create amazing stuff for this. Lots of tools for creating amazing stuff (volumetric clouds, fog, etc).,” but also noted, “It is c++ so it is a little bit harder than c#. Scalability is not that good for small projects. Documentation can be a little outdated.” Capterra gives CryEngine a similar rating of 4.2/5 stars, praising its high graphical fidelity but also pointing out that “it does have a relatively steep learning curve and can be quite difficult for beginners to grasp. Additionally, there is a lack of documentation and tutorials which can make it difficult for developers to understand the engine&#8217;s features and functions.”</p>



<figure class="wp-block-embed alignleft is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Why you should NOT use CryEngine as a beginner" width="800" height="450" src="https://www.youtube.com/embed/DuzQDWH7Lj8?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<p>This already gives us a good view of what CryEngine is, a powerhouse in terms of graphics, but not the most user-friendly when it comes to developing your game.</p>



<p>But of course, the game engine itself is one thing — the company behind it is another. So what has Crytek done as a company? Well, surprisingly, Crytek has had quite a rocky history. The first major controversy came in 2014 when Crytek was reportedly failing to pay its employees for months on end. Several reports came out from Crytek developers stating that they were working without pay for extended periods of time, with the company promising to “pay them soon,” but failing to meet those promises.</p>



<p>This resulted in several developers leaving Crytek to work for other companies, and the company’s reputation started to take a hit. Eventually, Crytek admitted that they were having major financial problems and even had to shut down several of their studios in different countries to stay afloat.</p>



<p>The next major controversy came in 2018 when Crytek filed a lawsuit against Cloud Imperium Games, the developers of <em>Star Citizen</em>, a game that was originally being built on CryEngine but later switched to Amazon&#8217;s Lumberyard Engine (which is a modified version of CryEngine). Crytek sued them, claiming that the developers were still using parts of CryEngine despite the switch and were violating their licensing agreement. This case dragged on for a few years before eventually being settled out of court in 2020, but it further damaged Crytek’s reputation within the gaming community, especially since many people saw the lawsuit as nothing more than a cash grab from a struggling company.</p>



<p>To make matters worse, Crytek has also been criticized for abandoning their games post-launch. A prime example of this was <em>Crysis 3</em>, which had a promising launch but was quickly forgotten by Crytek, with minimal post-launch support and updates. The same can be said for <em>Hunt: Showdown</em>, which initially gained a cult following but was neglected in terms of updates and patches, leaving the player base to slowly die off. This track record of Crytek’s lack of long-term support for their games doesn’t exactly inspire confidence in their game engine either, as it raises questions about how long CryEngine will continue to receive solid updates and support.</p>



<p>Crytek has also postponed Crysis 4, which would&#8217;ve been the newest entry into the Crysis series, but due to financial difficulties due to most likely over hiring during the Covid period, they had to fire 15% of their staff to keep themselves afloat, so I do not have faith that the engine will remain updated or relevant for a long time.</p>



<figure class="wp-block-embed alignright is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Crysis 4 Got Some TERRIBLE News..." width="800" height="450" src="https://www.youtube.com/embed/YxGOvJAczXc?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<p>So, with all that being said, my personal rating for CryEngine has to sit at around <strong>2.5/5 stars</strong>. While the engine itself is incredibly powerful and can create gorgeous visuals like Unreal, the combination of Crytek’s sketchy business practices, lack of proper documentation, and minimal community support makes it very difficult to recommend for beginners or small developers.</p>



<p>If you’re someone who just wants to make a game and doesn’t want to spend months learning an overly complicated engine, CryEngine is not for you. However, if you’re someone who is specifically aiming to make a high-budget, graphically intense game and don’t mind spending months learning the ins and outs of the engine, CryEngine <em>might</em> be worth your time, just don’t expect Crytek to be very helpful if you run into any issues.</p>



<h2 class="wp-block-heading">Outro</h2>



<p>Overall, there are a lot of game engines out there—you can even create your own if you’re up for it! In this post, I only covered five of what I consider to be the biggest game engines right now. If you’ve found a better option than the ones I mentioned and want to use it for your project, that’s completely up to you—I have no control over your true opinion on game-making. These are just my thoughts based on the research that you can check out below.</p>



<h2 class="wp-block-heading">Research &amp; References</h2>



<ul class="wp-block-list">
<li><a href="https://www.gartner.com/reviews/market/game-engine/vendor/epic-games/product/unreal-engine" target="_blank" rel="noopener">https://www.gartner.com/reviews/market/game-engine/vendor/epic-games/product/unreal-engine</a></li>



<li><a href="https://www.g2.com/products/unity/reviews" target="_blank" rel="noopener">https://www.g2.com/products/unity/reviews</a></li>



<li><a href="https://www.pcmag.com/reviews/godot" target="_blank" rel="noopener">https://www.pcmag.com/reviews/godot</a></li>



<li><a href="https://www.capterra.com/p/158594/GameMaker-Studio/reviews/" target="_blank" rel="noopener">https://www.capterra.com/p/158594/GameMaker-Studio/reviews/</a></li>



<li><a href="https://www.capterra.com/p/210664/CRYENGINE/reviews/" target="_blank" rel="noopener">https://www.capterra.com/p/210664/CRYENGINE/reviews/</a></li>



<li><a href="https://www.trustradius.com/products/cryengine/reviews" target="_blank" rel="noopener">https://www.trustradius.com/products/cryengine/reviews</a></li>



<li><a href="https://en.wikipedia.org/wiki/Silicon_Knights" target="_blank" rel="noopener">https://en.wikipedia.org/wiki/Silicon_Knight</a></li>



<li><a href="https://en.wikipedia.org/wiki/Epic_Games" target="_blank" rel="noopener">https://en.wikipedia.org/wiki/Epic_Games</a></li>



<li><a href="https://en.wikipedia.org/wiki/Unreal_Engine" target="_blank" rel="noopener">https://en.wikipedia.org/wiki/Unreal_Engine</a></li>



<li><a href="https://www.capterra.com/p/158599/Unreal-Engine/reviews/" target="_blank" rel="noopener">https://www.capterra.com/p/158599/Unreal-Engine/reviews/</a></li>



<li><a href="https://en.wikipedia.org/wiki/Unity_(game_engine)#Runtime_fee_reception" target="_blank" rel="noopener">https://en.wikipedia.org/wiki/Unity_(game_engine)</a></li>



<li><a href="https://www.capterra.com/p/210664/CRYENGINE/reviews/" target="_blank" rel="noopener">CRYENGINE Reviews 2025. Verified Reviews, Pros &amp; Cons &#8211; Capterra</a></li>



<li><a href="https://www.g2.com/products/cryengine/reviews/cryengine-review-2057046" target="_blank" rel="noopener">CryEngine Reviews 2025: Details, Pricing, &amp; Features | G2</a></li>



<li><a href="https://en.wikipedia.org/wiki/YoYo_Games" target="_blank" rel="noopener">YoYo Games &#8211; Wikipedia</a></li>



<li><a href="https://en.wikipedia.org/wiki/GameMaker#History" target="_blank" rel="noopener">GameMaker &#8211; Wikipedia</a></li>



<li><a href="https://en.wikipedia.org/wiki/CryEngine" target="_blank" rel="noopener">CryEngine &#8211; Wikipedia</a></li>



<li><a href="https://www.pcgamer.com/crytek-and-the-star-citizen-devs-have-agreed-to-settle-their-lawsuit/" target="_blank" rel="noopener">PC Gamer Star Citizen Vs CryEngine</a></li>



<li><a href="https://www.ign.com/articles/2014/06/24/crytek-reportedly-in-financial-trouble" target="_blank" rel="noopener">Crytek unable to pay employee&#8217;s</a></li>



<li><a href="https://www.polygon.com/news/522391/crysis-4-paused-crytek-layoff" target="_blank" rel="noopener">Pause on Crysis 4 due to payment trouble</a></li>



<li><a href="https://www.techpowerup.com/forums/threads/crytek-announces-staff-layoffs-crysis-4-development-was-put-on-hold-in-2024.332446/" target="_blank" rel="noopener">Techpowerup covering the layoffs from Crytek</a></li>
</ul>



<p></p>



<ul class="wp-block-list">
<li></li>
</ul>
]]></content:encoded>
					
		
		
		<media:content url="https://www.youtube.com/embed/QuHxyhKrQo4" medium="video" width="1280" height="720">
			<media:player url="https://www.youtube.com/embed/QuHxyhKrQo4" />
			<media:title type="plain">Unity Review: Awesome Game engine to get started in Game Development</media:title>
			<media:description type="html"><![CDATA[&quot;💡📘  Interested in Unity? Browse Unity reviews, pricing and compare with popular alternatives at https://www.capterra.com/p/158591/Unity/?utm_source=youtub...]]></media:description>
			<media:thumbnail url="https://weaver.mydcts.org/wp-content/uploads/2025/03/unity-review-awesome-game-engine.jpg" />
			<media:rating scheme="urn:simple">nonadult</media:rating>
		</media:content>
	</item>
		<item>
		<title>#1 Best Guide to Game Dev Timelines</title>
		<link>https://weaver.mydcts.org/blog/guide-to-game-dev-timelines/</link>
		
		<dc:creator><![CDATA[Eden Weaver]]></dc:creator>
		<pubDate>Fri, 17 Jan 2025 12:48:49 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<guid isPermaLink="false">https://weaver.mydcts.org/?p=377</guid>

					<description><![CDATA[Game development is an exciting yet challenging field that has captivated many aspiring creators. From concept to launch, bringing a game to life requires careful planning, skillful execution, and often, a healthy dose of crunch time. One of the most crucial aspects of game development is managing time effectively. Many developers struggle with creating realistic [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p>Game development is an exciting yet challenging field that has captivated many aspiring creators. From concept to launch, bringing a game to life requires careful planning, skillful execution, and often, a healthy dose of crunch time. One of the most crucial aspects of game development is managing time effectively. Many developers struggle with creating realistic timelines, leading to project delays, scope creep, or even project abandonment. In this blog post, I’ll guide you through creating a realistic and effective timeline for your game development journey.</p>



<h2 class="wp-block-heading">Understanding Game Development Timeline Basics</h2>



<p><em>If you want more of an understanding of what I&#8217;m about to explain, watch this video.</em></p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="Making Your First Game: Basics - How To Start Your Game Development - Extra Credits" width="800" height="450" src="https://www.youtube.com/embed/z06QR-tz1_o?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<p>Game development typically involves several distinct stages, each requiring careful planning and execution. These stages include:</p>



<ol start="1" class="wp-block-list">
<li><strong>Concept and Design</strong>: This initial stage involves brainstorming ideas, defining core mechanics, and sketching out the overall vision of your game.</li>



<li><strong>Pre-production</strong>: During this phase, you refine your concept, create detailed designs, and develop prototypes to test your ideas.</li>



<li><strong>Production</strong>: The bulk of development work happens here, where you implement core features, create assets, and building or using the game engine of your choice.</li>



<li><strong>Testing and Debugging</strong>: This crucial stage involves playtesting, identifying bugs, and fixing issues to ensure a polished final product.</li>



<li><strong>Launch Preparation</strong>: As the launch approaches focus on polishing, optimizing, and preparing marketing materials.</li>



<li><strong>Launch and Post-launch Support</strong>: After release, continue to support your game through updates, patches, and community engagement.</li>
</ol>



<p>Understanding these stages is essential for creating an accurate timeline. Each stage contributes uniquely to the final product, and their duration can vary significantly depending on the complexity and the <a href="https://weaver.mydcts.org/blog/the-s-o-l-i-d-principles-in-web-development/" data-type="link" data-id="https://weaver.mydcts.org/blog/the-s-o-l-i-d-principles-in-web-development/"><em>coding</em></a> of your game. For example, a simple 2D puzzle game might have shorter production times compared to a complex 3D open-world RPG.</p>



<h2 class="wp-block-heading">Factors Affecting Game Development Timelines</h2>



<p>Several factors can influence the length of your game development timeline:</p>



<ol start="1" class="wp-block-list">
<li><strong>Scope and Complexity</strong>: Larger, more complex games naturally require more time. Consider the number of features, levels, and systems you plan to implement. For instance, a game with intricate AI behaviors or massive open worlds will take longer to develop than a simple platformer.</li>



<li><strong>Team Size and Composition</strong>: More developers mean faster progress, but also increased coordination challenges. A small team might work more efficiently but could struggle with certain aspects, while a larger team might face communication hurdles.</li>



<li><strong>Budget Constraints</strong>: Limited resources may force you to prioritize features or use less expensive tools. This could lead to longer development times if you&#8217;re waiting for assets or implementing workarounds due to budget limitations.</li>



<li><strong>Technology and Tools</strong>: Choosing between established engines like Unity or Unreal Engine versus custom solutions can significantly impact development speed. While proprietary engines offer powerful features, they often come with learning curves and potential licensing costs.</li>



<li><strong>External Dependencies</strong>: Collaborating with external teams or relying on third-party assets can introduce unforeseen delays. For example, waiting for a commissioned artist or integrating licensed content can slow down your overall timeline.</li>
</ol>



<h2 class="wp-block-heading">Creating a Realistic Timeline</h2>



<p>To create an accurate timeline:</p>



<ol start="1" class="wp-block-list">
<li>Estimate the time for each stage based on your game&#8217;s complexity and team size. Research similar projects to get benchmarks for each phase.</li>



<li>Break down milestones and deliverables into smaller, manageable chunks. This helps in tracking progress and identifying bottlenecks early.</li>



<li>Account for unexpected challenges by adding buffer time between stages. A common rule of thumb is to allocate 10-20% extra time for unforeseen issues. In my opinion, I would give around 25-30% extra time if the project is especially large.</li>



<li>Consider using timeline templates or Gantt charts to visualize your project schedule. Tools like Microsoft Project or Trello can help in creating and managing these visual representations.</li>



<li>Regularly review and adjust your timeline based on actual progress and any changes in scope or requirements. Be prepared to pivot if necessary.</li>
</ol>



<p>For example, if you estimate three months for production, change your timeframe to four to five months to account for potential setbacks. Remember, having a slightly longer timeline and meeting it early is better than rushing and risking delays.</p>



<figure class="wp-block-image size-large"><img loading="lazy" decoding="async" width="1024" height="590" src="https://weaver.mydcts.org/wp-content/uploads/2025/01/Game-Development-Stages_3-1024x590.png" alt="" class="wp-image-381" srcset="https://weaver.mydcts.org/wp-content/uploads/2025/01/Game-Development-Stages_3-1024x590.png 1024w, https://weaver.mydcts.org/wp-content/uploads/2025/01/Game-Development-Stages_3-300x173.png 300w, https://weaver.mydcts.org/wp-content/uploads/2025/01/Game-Development-Stages_3-768x443.png 768w, https://weaver.mydcts.org/wp-content/uploads/2025/01/Game-Development-Stages_3.png 1100w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h2 class="wp-block-heading">Managing Scope and Budget Constraints</h2>



<p>When faced with limited resources:</p>



<ol start="1" class="wp-block-list">
<li>Prioritize features based on importance and feasibility. Focus on core gameplay mechanics first, then expand to secondary features.</li>



<li>Balance quality with timeline constraints by implementing a &#8220;good enough&#8221; principle. Sometimes, releasing a game that meets minimum standards is preferable to delaying release indefinitely.</li>



<li>Consider using open-source tools or free alternatives to save costs. While they might lack some advanced features, they can significantly reduce development time and budget.</li>



<li>Explore crowdfunding options or partnerships to supplement your budget. Platforms like Kickstarter or Patreon can help raise funds and engage your community early.</li>



<li>Implement a phased release strategy. Launch with a minimal viable product and gradually add features through post-launch updates.</li>
</ol>



<h2 class="wp-block-heading">Tools and Techniques for Timeline Management</h2>



<p>Several tools and methodologies can help manage your game development timeline effectively:</p>



<ol start="1" class="wp-block-list">
<li><strong>Project Management Software</strong>: Utilize tools like Trello, Asana, Jira, or Basecamp to track progress, assign tasks, and set deadlines. These platforms offer various views and integrations to suit different team sizes and preferences.</li>



<li><strong>Agile Methodologies</strong>: Implement iterative development cycles to allow for frequent feedback and adjustments. This approach helps in catching and addressing issues early, reducing the likelihood of major overhauls later in development.</li>



<li>Regularly update your timeline based on actual progress and any changes in scope or requirements. Celebrate small victories along the way to maintain team morale.</li>



<li>Conduct regular retrospectives to identify areas for improvement and optimize your workflow.</li>



<li>Implement automated testing and continuous integration to catch bugs early and streamline the development process.</li>
</ol>



<h2 class="wp-block-heading">Mitigating Risks and Staying on Track</h2>



<p>To maintain momentum throughout development:</p>



<ol start="1" class="wp-block-list">
<li>Identify potential roadblocks early and develop contingency plans. For example, if you&#8217;re relying on external assets, have backup plans ready.</li>



<li>Set realistic goals and celebrate small victories along the way. This helps to keep your team motivated (or just yourself) and provides tangible progress indicators.</li>



<li>Maintain open communication within your team to address issues promptly. Regular stand-up meetings or daily check-ins can help prevent misunderstandings and bottlenecks.</li>



<li>Make sure to at the bare minimum check on your progress at least once a week, to keep yourself on task along with seeing if there are any major bugs you need to fix before you go to the next milestone.</li>



<li>Stay updated with industry trends and best practices. Attend conferences, workshops, or online courses to continuously improve your skills and stay ahead of challenges.</li>
</ol>



<h2 class="wp-block-heading">Conclusion</h2>



<p>Creating a successful game development timeline requires careful planning, flexibility, and adaptability. By understanding the basic stages of game development, considering various factors that affect timelines, and using appropriate tools and techniques, you can create a realistic schedule.</p>



<p>Remember, game development timelines often face unexpected challenges. The key is to stay flexible and adjust your timeline as needed. By following these guidelines and maintaining a positive attitude, you&#8217;ll be well-equipped to bring your game ideas to life successfully.</p>



<h2 class="wp-block-heading">Additional Resources</h2>



<p>For more detailed information on specific aspects of game development timelines, consider exploring these resources:</p>



<ol start="1" class="wp-block-list">
<li><a href="https://ilogos.biz/stages-of-game-development-your-guide-on-game-development-process/" target="_blank" rel="noreferrer noopener">Stages of Game Development</a></li>



<li><a href="https://www.g2.com/articles/stages-of-game-development" target="_blank" rel="noopener">From Idea to Launch: The 7 Stages of Game Development</a></li>



<li><a href="https://rocketbrush.com/blog/game-development-process-guide" target="_blank" rel="noopener">The Game Development Process: A Comprehensive Guide</a></li>



<li><a href="https://web.cs.wpi.edu/~imgd1001/a08/slides/imgd1001_04_GameDevTimeline.pdf" target="_blank" rel="noopener">IMGD 1001: Game Development Timeline</a></li>



<li><a href="https://gamemaker.io/en/blog/stages-of-game-development" target="_blank" rel="noopener">Stages of Game Development</a></li>
</ol>



<p>By applying these insights and best practices, you&#8217;ll be better equipped to manage your game development timeline effectively, increasing your chances of success in this hard to learn field.</p>



<p></p>
]]></content:encoded>
					
		
		
		<media:content url="https://www.youtube.com/embed/z06QR-tz1_o" medium="video" width="1280" height="720">
			<media:player url="https://www.youtube.com/embed/z06QR-tz1_o" />
			<media:title type="plain">Making Your First Game: Basics - How To Start Your Game Development - Extra Credits</media:title>
			<media:description type="html"><![CDATA[Making your first game can be difficult. Remember that your goal is to make a game, any game. Start small, focus on basic gameplay, and pick a project you ca...]]></media:description>
			<media:thumbnail url="https://weaver.mydcts.org/wp-content/uploads/2025/01/making-your-first-game-basics-ho.jpg" />
			<media:rating scheme="urn:simple">nonadult</media:rating>
		</media:content>
	</item>
		<item>
		<title>The S.O.L.I.D Principles in Web Development:  The #1 Way to Building Better Software!</title>
		<link>https://weaver.mydcts.org/blog/the-s-o-l-i-d-principles-in-web-development/</link>
		
		<dc:creator><![CDATA[Eden Weaver]]></dc:creator>
		<pubDate>Fri, 01 Nov 2024 17:33:27 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Coding]]></category>
		<category><![CDATA[CSS]]></category>
		<category><![CDATA[How to Code]]></category>
		<category><![CDATA[HTML]]></category>
		<category><![CDATA[Javascript]]></category>
		<category><![CDATA[PHP]]></category>
		<category><![CDATA[S.O.L.I.D]]></category>
		<guid isPermaLink="false">https://weaver.mydcts.org/?p=366</guid>

					<description><![CDATA[Introduction Have you ever tried to untangle a web of code only to find yourself lost in a confusing mess? You’re not alone! Many developers face this challenge, especially when code becomes bloated and difficult to manage. But what if there was a way to make web development cleaner, more efficient, and easier to navigate? [&#8230;]]]></description>
										<content:encoded><![CDATA[
<h2 class="wp-block-heading">Introduction</h2>



<p>Have you ever tried to untangle a web of code only to find yourself lost in a confusing mess? You’re not alone! Many developers face this challenge, especially when code becomes bloated and difficult to manage. But what if there was a way to make web development cleaner, more efficient, and easier to navigate? Enter the S.O.L.I.D principles—these five key guidelines can revolutionize how you write and structure your code. In this blog post, we’ll explore these principles in detail, uncover their importance, and discuss how they can be effectively applied to create easier-to-understand code.</p>



<h2 class="wp-block-heading">What are the S.O.L.I.D Principles?</h2>



<p>S.O.L.I.D is an acronym for five essential principles of object-oriented programming and design, each aimed at making software more maintainable and scalable. Understanding and implementing these principles can drastically improve your coding practices, making your applications not only easier to understand but also more robust. In today&#8217;s fast-paced tech environment, adhering to these principles can set your work apart, enabling you to deliver high-quality software that meets user needs effectively.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="How principled coders outperform the competition" width="800" height="450" src="https://www.youtube.com/embed/q1qKv5TBaOA?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<h2 class="wp-block-heading">Importance of S.O.L.I.D Principles</h2>



<p>The S.O.L.I.D principles are crucial for developers, as they help minimize the chances of bugs, improve code readability, and enhance collaboration among team members. By adopting these principles, you can create a codebase that is easier to modify, extend, and test—qualities that are essential in making reliable and easily swappable code for projects. When everyone on a team understands and applies these principles, it can lead to a more harmonious and productive development process. This collaborative approach not only fosters innovation but also helps to create a positive work environment where developers feel empowered to contribute their best ideas.</p>



<p>Moreover, implementing S.O.L.I.D principles can significantly reduce the time spent on debugging and maintenance. This ultimately saves money and resources, allowing developers to focus on delivering new features rather than constantly fixing issues. As a result, businesses can respond more swiftly to market demands, enhancing their competitive edge.</p>



<h2 class="wp-block-heading">Breakdown of the S.O.L.I.D Principles</h2>



<p>Let’s dive deeper into each principle and see not only how they can transform your code, but also what they actually stand for.</p>



<h3 class="wp-block-heading">Single Responsibility Principle (SRP)</h3>



<p>The Single Responsibility Principle states that a class should have only one reason to change. This means that each class should focus on a single task or functionality. This leads to cleaner, more focused code that is easier to maintain and allows developers to quickly identify where changes need to be made.</p>



<ul class="wp-block-list">
<li><strong>Example</strong>: Imagine a class that handles user data and also manages email notifications. If you need to change how notifications are sent, you might inadvertently affect user data management. By separating these responsibilities into two distinct classes, you minimize the risk of unintentional changes.</li>
</ul>



<details class="wp-block-details is-layout-flow wp-block-details-is-layout-flow"><summary>Code examples showing before and after:</summary>
<pre class="wp-block-code"><code><strong>Before SRP:</strong>
class User:
    def __init__(self, name, email):
        self.name = name
        self.email = email
    
    def send_email(self, message):
        # Code to send email
        print(f"Sending email to {self.email}: {message}")
    
    def save_to_db(self):
        # Code to save user data to database
        print(f"Saving {self.name} to database.")</code></pre>



<hr class="wp-block-separator has-alpha-channel-opacity"/>



<pre class="wp-block-code"><code><strong>After SRP:</strong>
class User:
    def __init__(self, name, email):
        self.name = name
        self.email = email

class EmailService:
    def send_email(self, user, message):
        print(f"Sending email to {user.email}: {message}")

class UserRepository:
    def save(self, user):
        print(f"Saving {user.name} to database.")</code></pre>
</details>



<h3 class="wp-block-heading">Open/Closed Principle (OCP)</h3>



<p>The Open/Closed Principle insists that software entities should be open for extension but closed for modification. This allows you to add new functionality without altering existing code. By following OCP, you ensure that your software can grow and adapt to new requirements without becoming fragile, making it easier to introduce innovative features.</p>



<ul class="wp-block-list">
<li><strong>Example</strong>: If your application requires a new payment method, rather than changing the existing code, you can create a new class that extends the payment processing functionality. This keeps the original code intact and reduces the likelihood of introducing bugs.</li>
</ul>



<details class="wp-block-details is-layout-flow wp-block-details-is-layout-flow"><summary>Code examples showing before and after:</summary>
<pre class="wp-block-code"><code><strong>Before OCP:</strong>
class PaymentProcessor:
    def process_payment(self, payment_type):
        if payment_type == "credit":
            print("Processing credit card payment.")
        elif payment_type == "paypal":
            print("Processing PayPal payment.")</code></pre>



<hr class="wp-block-separator has-alpha-channel-opacity"/>



<pre class="wp-block-code"><code><strong>After OCP:</strong>
class PaymentProcessor:
    def process_payment(self, payment):
        payment.process()

class CreditCardPayment:
    def process(self):
        print("Processing credit card payment.")

class PayPalPayment:
    def process(self):
        print("Processing PayPal payment.")</code></pre>
</details>



<h3 class="wp-block-heading">Liskov Substitution Principle (LSP)</h3>



<p>The Liskov Substitution Principle says that objects of a superclass should be replaceable with objects of a subclass without affecting the application’s behavior. Adhering to this principle ensures that your code remains predictable and reliable, reducing the chance of runtime errors that can occur when subclasses behave unexpectedly.</p>



<ul class="wp-block-list">
<li><strong>Example</strong>: If you have a class for basic shapes and a subclass for rectangles, any function that works with the shapes should also work seamlessly with rectangles.</li>
</ul>



<details class="wp-block-details is-layout-flow wp-block-details-is-layout-flow"><summary>Code examples showing before and after:</summary>
<pre class="wp-block-code"><code><strong>Before LSP:</strong>
class Bird:
    def fly(self):
        print("Flying.")

class Penguin(Bird):
    def fly(self):
        raise Exception("Penguins can't fly!")</code></pre>



<hr class="wp-block-separator has-alpha-channel-opacity"/>



<pre class="wp-block-code"><code><strong>After LSP:</strong>
class Bird:
    def move(self):
        pass

class Sparrow(Bird):
    def move(self):
        print("Flying.")

class Penguin(Bird):
    def move(self):
        print("Swimming.")</code></pre>
</details>



<h3 class="wp-block-heading">Interface Segregation Principle (ISP)</h3>



<p>The Interface Segregation Principle states that no client should be forced to depend on methods it does not use. This encourages smaller, more focused interfaces. Smaller interfaces lead to a more organized code structure and improve the ease of understanding for developers working on the project, ultimately resulting in higher-quality software.</p>



<ul class="wp-block-list">
<li><strong>Example</strong>: Instead of having a large interface with multiple methods related to various functionalities, create smaller interfaces. This way, classes only implement what they need, promoting flexibility and reducing dependencies.</li>
</ul>



<details class="wp-block-details is-layout-flow wp-block-details-is-layout-flow"><summary>Code examples showing before and after:</summary>
<pre class="wp-block-code"><code><strong>Before ISP:</strong>
class Machine:
    def print(self, document):
        pass
    def scan(self, document):
        pass
    def fax(self, document):
        pass

class MultiFunctionPrinter(Machine):
    def print(self, document):
        print("Printing document.")
    def scan(self, document):
        print("Scanning document.")
    def fax(self, document):
        print("Faxing document.")</code></pre>



<hr class="wp-block-separator has-alpha-channel-opacity"/>



<pre class="wp-block-code"><code><strong>After ISP</strong>
class Printer:
    def print(self, document):
        print("Printing document.")

class Scanner:
    def scan(self, document):
        print("Scanning document.")

class FaxMachine:
    def fax(self, document):
        print("Faxing document.")</code></pre>
</details>



<h3 class="wp-block-heading">Dependency Inversion Principle (DIP)</h3>



<p>Finally, the Dependency Inversion Principle emphasizes that high-level modules should not depend on low-level modules but rather on abstractions. For example, instead of a class directly creating an instance of a database connection, it should depend on an interface that defines the database operations. This approach not only allows for easier testing and swapping out implementations without affecting the higher-level code but also fosters better modularity, which is crucial in large-scale applications.</p>



<ul class="wp-block-list">
<li><strong>Example</strong>: Instead of a class directly creating an instance of a database connection, it should depend on an interface that defines the database operations. This allows for easier testing and swapping out implementations without affecting the higher-level code.</li>
</ul>



<details class="wp-block-details is-layout-flow wp-block-details-is-layout-flow"><summary>Code examples showing before and after:</summary>
<pre class="wp-block-code"><code><strong>Before DIP:</strong>
class Database:
    def connect(self):
        print("Connecting to database.")

class UserService:
    def __init__(self):
        self.database = Database()
    
    def get_user(self, user_id):
        self.database.connect()
        print(f"Getting user {user_id}.")</code></pre>



<hr class="wp-block-separator has-alpha-channel-opacity"/>



<pre class="wp-block-code"><code><strong>After DIP:</strong>
class Database:
    def connect(self):
        pass

class MySQLDatabase(Database):
    def connect(self):
        print("Connecting to MySQL database.")

class UserService:
    def __init__(self, database: Database):
        self.database = database
    
    def get_user(self, user_id):
        self.database.connect()
        print(f"Getting user {user_id}.")</code></pre>
</details>



<h2 class="wp-block-heading">Real-World Applications of the S.O.L.I.D Principles</h2>



<p>Many popular web applications successfully implement the S.O.L.I.D principles, showcasing their effectiveness in real-world scenarios. For instance, companies like Google and Netflix most certainly apply these principles in some form in their software development to manage their complex codebases efficiently. This enables them to maintain a competitive edge by quickly adapting to user feedback and industry trends.</p>



<h3 class="wp-block-heading">Benefits of Using S.O.L.I.D Principles</h3>



<p>By adhering to the S.O.L.I.D principles, developers can expect:</p>



<ul class="wp-block-list">
<li><strong>Reduced bugs and errors:</strong> Cleaner, well-structured code is less prone to mistakes.</li>



<li><strong>• Easier maintenance &amp; updates:</strong> Isolated changes lead to minimal impact on the overall system.</li>



<li><strong>•</strong> <strong>Improved team collaboration:</strong> Clear guidelines help all team members understand the code better.</li>



<li><strong>•</strong> <strong>Enhanced ability to scale applications:</strong> Systems built with S.O.L.I.D principles can grow without major rewrites.</li>



<li>• <strong>Increased developer confidence:</strong> When you know your code is well-structured, it boosts your confidence in making changes and tackling complex problems.</li>
</ul>



<h2 class="wp-block-heading">Conclusion</h2>



<p>In summary, the S.O.L.I.D principles offer a powerful framework for writing clean, maintainable, and scalable code in web development. By implementing these principles—SRP, OCP, LSP, ISP, and DIP—you can significantly enhance the quality of your software and ease the development process. Embracing these principles is not just about improving your coding skills; it’s about becoming a more effective developer and contributing positively to your team&#8217;s success. So, the next time you sit down to write code, remember the S.O.L.I.D principles. They are not strict rules but helpful guidelines that can shape your coding habits and lead to better software design. With practice and commitment, you’ll see how these principles can transform not only your projects but also your approach to development as a whole.<br><br>If you want to read more about the S.O.L.I.D Principle, click <a href="https://www.digitalocean.com/community/conceptual-articles/s-o-l-i-d-the-first-five-principles-of-object-oriented-design" target="_blank" rel="noopener">here</a>!</p>



<p>If you want to read more of my blog posts on various other topics that concern anything internet-related, click <a href="https://weaver.mydcts.org/blog/">here</a>!</p>



<p></p>
]]></content:encoded>
					
		
		
		<media:content url="https://www.youtube.com/embed/q1qKv5TBaOA" medium="video" width="1280" height="720">
			<media:player url="https://www.youtube.com/embed/q1qKv5TBaOA" />
			<media:title type="plain">How principled coders outperform the competition</media:title>
			<media:description type="html"><![CDATA[To support the channel and get some nice perks:💟 https://www.patreon.com/coderized🗣️ Discord is now available, come chat!🔗 https://discord.gg/Y7hEKnxPGf--...]]></media:description>
			<media:thumbnail url="https://weaver.mydcts.org/wp-content/uploads/2024/11/how-principled-coders-outperform.jpg" />
			<media:rating scheme="urn:simple">nonadult</media:rating>
		</media:content>
	</item>
		<item>
		<title>Brown in Website Design with 12 Examples</title>
		<link>https://weaver.mydcts.org/blog/brown-in-website-design-with-12-examples/</link>
		
		<dc:creator><![CDATA[Eden Weaver]]></dc:creator>
		<pubDate>Mon, 29 Apr 2024 03:12:32 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<guid isPermaLink="false">https://weaver.mydcts.org/?p=353</guid>

					<description><![CDATA[]]></description>
										<content:encoded><![CDATA[]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>The Power of Website Call to Actions (CTAs)</title>
		<link>https://weaver.mydcts.org/blog/the-power-of-website-call-to-actions-ctas/</link>
		
		<dc:creator><![CDATA[Eden Weaver]]></dc:creator>
		<pubDate>Mon, 22 Apr 2024 03:17:58 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<guid isPermaLink="false">https://weaver.mydcts.org/?p=350</guid>

					<description><![CDATA[]]></description>
										<content:encoded><![CDATA[]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>What is the deal with Web Development?</title>
		<link>https://weaver.mydcts.org/blog/what-is-the-deal-with-web-development/</link>
		
		<dc:creator><![CDATA[Eden Weaver]]></dc:creator>
		<pubDate>Mon, 01 Apr 2024 03:27:13 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<guid isPermaLink="false">https://weaver.mydcts.org/?p=347</guid>

					<description><![CDATA[]]></description>
										<content:encoded><![CDATA[]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Website Color Trends 2024</title>
		<link>https://weaver.mydcts.org/blog/website-color-trends-2024/</link>
		
		<dc:creator><![CDATA[Eden Weaver]]></dc:creator>
		<pubDate>Mon, 18 Mar 2024 01:25:09 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<guid isPermaLink="false">https://weaver.mydcts.org/?p=344</guid>

					<description><![CDATA[]]></description>
										<content:encoded><![CDATA[]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Website Owners Beware &#8211; Popular Scams</title>
		<link>https://weaver.mydcts.org/blog/website-owners-beware-popular-scams/</link>
		
		<dc:creator><![CDATA[Eden Weaver]]></dc:creator>
		<pubDate>Mon, 04 Mar 2024 03:23:12 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<guid isPermaLink="false">https://weaver.mydcts.org/?p=340</guid>

					<description><![CDATA[]]></description>
										<content:encoded><![CDATA[]]></content:encoded>
					
		
		
			</item>
	</channel>
</rss>
