A **Scene** track entities and how they evolve over time, it makes sense to couple this functionality with **Asset** loading and lifetime. **Scene**: - [ ] Serialization/Loading **Assets**: We need to store Textures, Meshes, Audio in an ID-based library: - [x] Load and cache the assets - [x] Retrieve the asset given it's ID. (The user needs to keep track of the type) - [ ] Cross-referencing assets (e.g., a glTF model might break up into into mesh, textures, and materials, etc. They need to reference each other.)
A Scene track entities and how they evolve over time, it makes sense to couple this functionality with Asset loading and lifetime.
Scene:
Assets:
We need to store Textures, Meshes, Audio in an ID-based library: