I'm building my own game handmade style as I work through the episodes, except that the characters are in 3D. I'm now at the part where Casey moves the renderer into a 3rd tier, and here is where I'm running into problems.
My main issue is with the asset management: I have compound assets (textured meshes with skeletons and animations). Up until now I have stored these embedded assets as indices, which is no problem as the renderer has access to the asset cache and can quickly grab pointers to whatever it needs for each mesh. But what do I do once the renderer is on the executable side? Have both indices and pointers to these embedded assets? That doesn't seem very clean to me, but I can't think of a better solution other than exposing the asset cache to the renderer which would be a mess.