raylib supports several 3d model formats (obj, gltf/glb, iqm, m3d, vox), I think Blender has exporters for most of them. Note that some formats support must be enabled in raylib/src/config.h file!
I edited in some context — they’re rigged character meshes with animations, so a few formats are unusable here (like obj) since it can’t handle skeletons. Would you guess that iqm is the best one to look into out of the ones you listed? Otherwise I guess I’ll buckle up and look at all of them.
(Kind of sheepish that the only formats I’ve heard of are obj and m3d…)
That's because those got finished and shipped. There are a huge number of hobbyist small game engines that made it to about 80% of useful before the creator got bored. This is the "0.x" curse of open source. In the Rust gamedev world, it's said that there are five games and fifty engines.
In Rust land, if you want to do something that will get used, get behind WGPU, Bevy, and Rend3, and push. It won't be easy, because they've solved the easy problems and are now working on the hard ones. Progress is way too slow.
Oh, one question, I was hoping to convert a bunch of models to raylib’s format. Right now my exporter goes from Heroes of Newerth format to Collada. What would be the best way to import from there into raylib? (They’re rigged character meshes with 15+ animations for each, so it’s a bit tricky since there’s no universal simple format like obj.)