   Questions about resource management and the possibility of scripting.
  Hello,I have questions about resource management and the possibility of scripting.Ok, so most resources have quite a few parameters/arguments that describe their creation, i.e. in DirectX you can call D3DXCreateTextureFromFileEx to create a texture which takes a crud load of arguments, shaders have an entry point name and/or compilation version and other stuff, models have vertex formats etc., and objects have traits that define them ... etc..  It is my understanding that all of the above are possible candidates for resource management.  Furthermore it is my experience that hardcoding values for these types of things is good to avoid so as not to have to delve into your code ever.So ... what I am considering is having a .x file that accompanies each resource which is read in when the resource is first acquired.  In theory it should only need to be read once since resources are managed.  The .x file accompanying the texture could have the values used for D3DXCreateTextureFromFileEx for example, and the .x file accompanying the shader could have the compilation version and entry point name etc.  Models could have vertex formats etc.Benefits include:1)  You can acquire a resource with one argument - the script path.2)  You can change the resource's requirements without recompilation etc.3)  You don't ever have to dive into your code and change any values.Negatives include:1)  You have to read files during initial acquisition of the resource.2)  You have to manage .x files and write their parsers (not difficult).I believe it is a worthwile approach but would love to hear some input.Thank you,Jeremy   