I have a situation where I generate some procedural content. The most compatible interface is via the deserializer. This way stuff can get loaded in full from disk or otherwise. I made a deserializer I call Generator. It is simultaneously a resource and a deserializer. It has an option parameter hash that gets used on a callback when Read is called.
github.com/urho3d/Urho3D/compar … :generator
I added a dumb example of it copying a filestream to the destination pointer.
Does anyone likes this idea enough for me to polish and submit a pull request? Almost all the resource types are too hard to generate by hand so this has a very limited use case. In the case where the thing holding the resource creates the memory the memory of the procedural content has to be saved to the Generator.
I have a different branch where I have opengl texture arrays, texture buffers, unsigned integer vertex support. Texture buffers are less practical without the texelFetch in gl2. I have been having lots of fun. There was a good week or so where I lived in the render loop.