It would appear that the ResMan's job is to pull needed resources from the HDD (meshes, materials...) for scene use, and:
- Associates an ID with every scene element and refcounts it. (could use a map for IDs)
- Prevents the SceneNode from containing its own mesh, materials.
- Can do batch loading.
- Can specify default materials for models.
Materials can contain uniform diffuse colour buffer for now, which will help controlling a number of objects at the same time. Can move this control into the ModelNodes if individual object diffuse control (or other constant attributes) is needed.
To use ASSIMP or not? WebGL doesn't have ASSIMP, so maybe good practice to use lower-level parsers.
Can use JSON parser library for C++ and JS.