Resource packing - Add support for zlib compression/decompression - There should be a generic comp/decomp class, and it can get assigned to ResourceManager - When loading a file ResourceManager will check if it is compressed and uncompress if needed - When saving user can specify if the file should be compressed - Audio, image or video compression can be handled per file basis and their comp/decomp is done in their special managers and shouldn't be handled by resource manager - But this means they will decompress on core thread? Not if I do it in "initialize()" method. - Add support for ResourceBundle-s. They contain multiple resources and are natively supported by ResourceManager - They have RTTI and can easily be serialized/deserialized - ResourceManager must be able to load/unload individual files from the ResourcePack - Resource bundle manager - Editor window - Allows you to create resource bundles by dragging in resources - Each dragged in resource also includes all of its dependencies - Including a level will include all resources needed for that level (Think Unity Build manager but more customizable) - Normally you only need one resource pack but if you want a streaming game where stuff gets downloaded from the web (for example) you can split it into smaller packs. - Displays detailed information for all included resources, including file sizes and dependencies - Allows you to select compression settings per bundle