To answer your question: will this elimate all the problems?
It should eliminate all native crashes. This is the biggest PITA for Odejava. You do not want native libraries which crash - ever. Java crashes on the other hand are generally so much easier to fix. In my experiance with two Odejava based projects, it is possible to work around and mitigate the risk of crashes, but not possible to remove them entirely which is. As for the other problems? Well the physics problems we will need a physics expert to solve but the non-physics ones we should be able to fix.
Is there a need for a pure-java physics library?
Yes, I think so. This is not Xith3D or JOGL specific - LWJGL and even Java2D people will be able to use this as well.
Is it possible to port?
This I don’t know. From what swpalmer says it doesn’t look that wonderful. Someone proficient in C++ would certainly be an asset. Maybe we should ask for help on the ODE mailing list and LWJGL forums.
About BlueSky’s projects
That’s quite a list, I think you work similar to myself. Many of your projects are equally important as far as their usefulness goes. It is up to you to decide I guess. As I said before, the one thing about this idea is that it is truly universal - physics and display are not coupled in ODE nor should they be in any physics library IMHO.
What to do?
I don’t know. I do know that I would love to have a 100% pure java physics library that is partially ODE-compatible (so I can bolt it to Odejava). I don’t really mind where it comes from or who makes it, just that it is open source (and not GPL) and can be adapted for Odejava. I also know I am prepared to dedicate some time to this end, though I don’t know if I am the right man to lead it.
Will.