The usual rite of passage into 3D programming in the old days, adding all the things that OpenGL doesn't do out of the box like in other 3D frameworks, naturally the 3D assets loading code was OBJ based.
Nowadays you can have the same fun by rewriting the previous sentence using Vulkan instead of OpenGL, and glTF instead of OBJ.
Nowadays you can have the same fun by rewriting the previous sentence using Vulkan instead of OpenGL, and glTF instead of OBJ.