I have differents file format : mesh, texture, animation, and surely soon material.
Actually I have differents extension but I would have only one file format ".asset".
My idea is to have a class Asset who has load/save and memory file data.
At the end the asset is just two uint32 who is the type of the asset and the file data size then the file data.
Each class (mesh, texture, animation, material) has function to write to memory and read from memory.
Is it a bad way to handle that and should be done in another way ?
Thanks for the help
Edited by Alundra, 29 June 2014 - 05:42 PM.