Thanks, I’m very well aware of that. My own personal computer have a dual monitor setup, ( http://fav.me/d4ilb43 ) and I want to create games that supports that. It’s not a question about getting UI elements to fit in the screen, or what games usually do. It’s about creating games I want to play, and if I have to go out of the norm, then so be it. But since you can’t answer my question I guess I have to test it out myself.
It has already been raised by others, but in case you missed it ( hard to tell as you don’t answer to everyone … ) maybe have a look at http://www.jogamp.org/
As far as I know, it supports multiple monitors and is not a static API.
With libgdx (which uses LWJGL, I guess you won’t like that) you can export fbx files from blender and use fbx-conv to directly import them into your game.
Only one of LibGDX backend uses this set of bindings. There is another backend based on JGLFW and of course another one based on JogAmp (JOGL, JOAL, JOCL).
;D Yes I confirm that the native windowing toolkit of JogAmp (NEWT) supports multiple monitors with its object-oriented API.
AFAIK, if you use multiple threads with LWJGL it should allow you to make multiple windows.
Don’t take my word for it though. I’ve never needed it so I never tried.