So is there no way to just have 3DS Max export a list of the exact vertices the triangles should use? Meaning, if I export a cube with each face in a different smoothing group, it will export three vertices per triangle (totaling 2 triangles per face * 6 faces * 3 vertices = 36 vertices), while at the same time any edges in the same smoothing group will not have their vertices duplicated? I've tried every option I could, and it seems that I can either just export a list of non-duplicated vertices and completely rely on smoothing groups for knowing whether my engine should duplicate them, or I can export a list with every single vertex duplicated for each triangle, and then the engine doesn't have to duplicate anything to render the model correctly, but it wastes a lot of memory.
Also, apparently you can export FBX in ASCII. However, the C++ SDK for FBX doesn't work with VS2012 (my main IDE). There's a link for a beta version, but they have to manually add you to it when you email them (they haven't gotten back to me yet). VS2012 lets you edit FBX, Collada, and OBJ models inside the IDE. It's pretty cool.