Mesh
A primitive asset for storing vertex data.
Assets are classified as either Primitive or Aggregate. Primitive assets MUST contain only information about themselves, while aggregate assets MAY contain references to other assets.
Planned primitives:
Image
Mesh
Audio
Input action map
Shader
Planned aggregates:
Material
(shader + images)Model
(mesh + materials)Construct
(fixed-length transform hierarchy)Level
This section is a work in progress. I plan to use Concise Binary Object Representation (CBOR) for serialization, as it provides some desired attributes to the asset files:
Inspiration from Timothy Cain’s video, Arcanum “dat” files, development builds use a raw OS file system, release builds use packed bundles.