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RE: Seed Game Engine - Multiple Program Support and Text & MapTile Rendering (v1.1.4) by gregory.latinier

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Viewing a response to: @jaegar/seed-game-engine-multiple-program-support-and-text-and-maptile-rendering-v1-1-4

· @gregory.latinier ·
$2.81
Hi, so honestly I don't do WebGL so I'll review on what I know :)

Let's go for the review:

- First congrats on this project. I'm curious to see what comes next. Graphic programming is usually hard and involves a lot of maths. At least that's what I remember when I did this at school :D

- +1 for the quality of the commits and use of the PR

- https://github.com/JaegarSarauer/SeedGameEngine/pull/9/files#diff-27574bc0ca0795c0d8a7d9ae3ca11c57L16 => [Best practice](https://eslint.org/docs/rules/eqeqeq#require--and--eqeqeq) is to use `===`

 - https://github.com/JaegarSarauer/SeedGameEngine/pull/9/files#diff-eecf63f3d684d4bd35bcb69b57a281dfR52 => little comment overkill but overall your comments are awesome
 
- https://github.com/JaegarSarauer/SeedGameEngine/pull/9/files#diff-eecf63f3d684d4bd35bcb69b57a281dfR77 => [Best practice](https://eslint.org/docs/rules/no-plusplus) is to use `x += 1`, you got a few of them

- https://github.com/JaegarSarauer/SeedGameEngine/pull/9/files#diff-206715a518d6bcbb953b26a3767ad14aR162 => avoid dead code

- https://github.com/JaegarSarauer/SeedGameEngine/blob/f655eb977213100e5eeb166f3cb4332165fff387/src/manager/TextureManager.js#L148 => I'm more used to see `resolve, reject` as `res` is used for response for expressjs but that's because I mostly do web development.

In overall your code is of great quality. Hats off. The rendering though I'm not a fan ha ha because I'm a console gamer and loving AAA games. 

Good luck on your roadmap because you got some heavy features to develop.

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vote details (4)
@jaegar ·
Thank you for your feedback :) It's great to hear such a positive review.

Thank you for taking the time to break down the PR and suggest improvements. 

I purposely use `==` when comparing null as it also returns true when comparing against `undefined` as well, which I always handle both the same. Referenced from this [Stack Overflow question](https://stackoverflow.com/questions/20687983/whats-the-difference-between-a-null-and-a-null).
As for the for loops, I haven't seen that practice before for simple incremental loops. I'll take a look at changing them over in the future; but I do enjoy using `++` when appropriate.

I'll watch for cleaning up my code and comment more before finalizing the PR in the future.

The rendering is still very early in development as well, I'd like to later implement 3D, keeping the camera targeted on your selected player. It'll most likely still be short of acceptable for a console gamer however ;)
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