I will too make a game project in OGRE so finding the source for Stunt Rally is valuable.
I imagine you may still find what you look for inside the source since the methods you describe has to be done for both smaller and bigger sized projects.
Loading resources (like textures, materials, compositors) are gone through in the OGRE tutorial pages:
https://ogrecave.github.io/ogre/api/lat ... rials.html
What they do in Stunt Rally is that they make a listener for resources in their app:
https://github.com/stuntrally/stuntrall ... Create.cpp
Then they have the data folder where they have the materials and then, I suspect they define the use of materials in code and handle it with pointers, seen in the CGame.cpp - line 152.
When it comes to model animation I bet (or hope) that there is a little freedom and wiggle room in how to approach. OGRE comes with support to export skinned models that you can make in Blender and other programs:
Also I yesterday looked into this thread since it looked interesting:
For finding out game loop I would start going through the main.cpp and also the ../vdrift/game.h to find out where the loop is defined.
That is my thought process.
I myself am currently learning on how to handle user inputs like KeyboardEvent and to link that with the updates of frame. The tutorials work fine to get started and now I better up my foundational C++ understanding through books to get better at developing what I want.
See if you can find more materials in the forum threads here and about handling inputs with OGRE I think
CharacterSample.h SinbadCharacterController.h SdkSample.h
can be beneficial to look into.