In all the other Java Gaming API’s everything is much easier. Why doesn’t LWJGL have loaders and stuff like that?
Because LWJGL is an enabling technology. We enable you to make games - making them is your job 
This includes any nice OO wrappers and all sorts of other stuff that aren’t needed to do a game.
However take a look at:
http://www.mojomonkeycoding.com/
http://www.xith.org (unfinished LWJGL binding)
I am sure that somekind of model loading library would be most welcome, provided it can import into LWJGL, JOGL and convert to XITH.
[quote](unfinished LWJGL binding)
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“unfinished” is a bit of an understatement here; there’s hardly anything there!
I don’t think creating the LWJGL binding is much work though.
The LWJGL binding should mostly be a case of search and replace on JOGL methods.
Cas 
Exactly.
I’d be surprised if it would be more work than, say, 2 hours max.
EDIT: without testing 
As a matter of fact, I’d be happy to do it when I get GLU and CT done.
[quote]As a matter of fact, I’d be happy to do it when I get GLU and CT done.
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Geez, you’re an animal dude!
I started work on the Xith3D-LWJGL binding, but was having to rewrite everything as I only had access to an OpenGL 1.1 card. After discovering that the card’s lighting support was totally, totally broken I had to give up. I’ve been intending to get back to it soon, but on a half-decent system (GeForce4 MX 420), which I’ve now got access to.
Unfortunately I’ve been waylaid by Shogun: Total War these last few days… ;D I’ll take a look on Sunday, unless Erik “The Machine” gets there first!
FYI, it is mostly a cut-and-paste job, although discovering how it all hangs together is fun. The only non-trivial bit is swapping in proper Buffer usage. There are references to AWT all over the place: Canvas3D extends Component, and CanvasPeerImpl has to override a getComponent() method, but it’s all do-able - the Component nature of the system is only really accessed by the end-user, so it’ll be test applications that will break, not the render layer itself.
[quote] There are references to AWT all over the place: Canvas3D extends Component, and CanvasPeerImpl has to override a getComponent() method, but it’s all do-able - the Component nature of the system is only really accessed by the end-user, so it’ll be test applications that will break, not the render layer itself.
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This is something I’ve been struggling with in my design for Simplicity. My initial intent was to support LWJGL only, but it was requested that I make support for JOGL possible. I had to rethink the initial design quite a bit so that I can remove any AWT/Swing dependencies out of the core interfaces.
What I wound up doing (on paper so far) is separating the entire render system out as a plugin, that is, there’s no default render system in the core. The render system does not expose any Components in the interfaces, but the JOGL render system provides a special method to fetch a GLCanvas/GLJpanel (as a Component) for those apps that need it (such as an editor).
I say this because I was also looking at fleshing out the LWJGL portion of Xith and thought it would be a bigger headache than I wanted.
[quote]I’ll take a look on Sunday, unless Erik “The Machine” gets there first!
[/quote]
You don’t seriously think I finish CT and GLU by tomorrow, do you :o ;D
It’ll be great to have Xith for LWJGL, keep it up! 
meh - too drunk to reply…