@ongamex92 5.) but yes - a material object is the way to go, separate the model from the material. Getting the right granularity in an engine can be tricky but generally you want to avoid strongly coupling things.
Some good advice is: 'prefer composition over inheritance'.
@ongamex92 3.) The materials are really wrappers around shader files. All components have properties, inputs and outputs but in the case of materials, these are extracted from the shader. For fbx files, I use a shader/material that matches the capabilities of that fbx's material.
@ongamex92 2.) These are usually saved off in to engine native formats before release but you can refer to an fbx file and its contents in the source xml files if you wish. You can also apply modifications to the FBX and save only those whilst keeping the original fbx - good workflow.
@ongamex92 1.)
In anthracite, most things are represented as 'components' (similar to unity) and textures, meshes, materials etc are resource components. When loading a 3D object/scene (fbx or whatever), these are created and wired up.
#indiegame#gamedev#notmadeinunity#customengine
Check out Pilkapel, a game we're developing at Totga for PC, linux, mac and mobile. Plays great with tilt, joypad or mouse.
Guide Pilkapel through dozens of levels filled with puzzles and hazards.