Don’t swich your opinion based on those of others, if it worked for you, say so and be proud of it.
Personally I think a pure-Java port of ODE would be the way to go. I am using ODE in my game and have managed to work around most of the limitations. I find the XODE format very useful (I should since I created it), and it’s getting more so as more people support it in their loaders. Odejava has been around for a few years now and the Java side at least is fairly stable. Unless someone on the project were to be a physics guru, I think the best way would be to do a near 1:1 port of the code just removing pointers, so it wouldn’t be O-O, but then we’ve got the O-O interface working already with it. That way future ODE patches can also be evaluated and encorporated. For the record, there is no engineering reason why Odejava has to be an interface to native code (just a maintenance one).
One of the drawbacks aired previously about a pure-java port of ODE is that we would have to keep the java sources up to date with the ODE ones. This is becoming much less of an issue of late as the rate of ODE patches has slowed considerably (the sign of a fairly mature library I guess).
Regarding Odejava in it’s present state, DarkProphet, you mentioned that you had worked on the stability and improved it for your project and were going to submit some patches to Odejava – we’d love to have those patches 
I will be happy to devote time to a pure-java port of ODE. However, I am quite sick of carrying these projects on my own when the original creators become occupied with other things. It seems many people here are prepared to talk the talk, but not walk the walk. If you are seriously interested in this project meaning you can devote many hours in the short term and are intending to stick around long term, then lets talk.
Will.