It's a real shame, but I do have a few managers. I tried to not call them that way, but I couldn't figure out anything so I just gave them a quick name and carried on. I sometime split them with "moderate" success but they resist in existing. I am really ashamed to say but they are truly ugly! Not only they are "some sort of managers" but they don't even got a nice design.
Pearl number 1: ImageManager. This resisted because I'm lazy and I don't want to check out the file again. I suppose I might change it tomorrow to ImageLoader. This is not so bad after all. Only thing it does: reference-count image loads.
Pearl number 2: BasicManager : protected CallMapper, protected base::ImageManager.
/*! The "basic" manager deals with "basic" resources. ...*/If I look back, I cannot recall what taken me there... this thing does pretty much nothing but manage "waves"... which are probably what you're thinking about right now. There is some processing involved. There's quite a bit of interaction between this thing and the scripting systems as well as shader management. I therefore suppose WaveSomething could be a better name (I'd probably also make it a component instead).
Pearl number 3: AdvancedManager : protected BasicManager, protected FlexMaterialManagerInterface
This was really big some time ago so I split out a GameWorldSystem class. I'm fairly happy with the GWS class, it seems it has its right to exist. Tomorrow I will rename FlexMaterialManagerInterface to FlexMaterialLoaderInterface.
What does this manager do? It loads "more advanced resources". Very informative.
This has quite a lot of interactions with the scripting subsystems, the management is not always trivial as I'd like to. I expect to need more logic here in the near future (so it will be even less trivial) the requirements of this future expansion are not quite clear yet. So far I've been leaving it as is waiting for more focused semantics to rise from the thing.
Since I'll need to touch this last one "soon" I guess it's a good time to begin thinking at it. Suggestions are welcome.