It is impossible to load FBX and Collada without C++, because they both use large SDKs.
No matter what, I need a file spec that covers everything I might need, whether it gets converted from some intermediate format or exported from a modeling program.
I guess the lesson in all of this is that interchange formats and final game formats are quite different, and while interchange formats are pretty well covered, there hasn't really been any standardization of game-ready formats. I do not think game engines are so different that each requires data in its own format; they all pretty much store data the same way internally.
No matter what, I need a file spec that covers everything I might need, whether it gets converted from some intermediate format or exported from a modeling program.
I guess the lesson in all of this is that interchange formats and final game formats are quite different, and while interchange formats are pretty well covered, there hasn't really been any standardization of game-ready formats. I do not think game engines are so different that each requires data in its own format; they all pretty much store data the same way internally.