At first, JOGL and LWJGL are more than OpenGL bindings, they both provide their own native windowing systems.
Secondly, when there is something wrong with the OpenGL driver, it causes problems on both bindings of OpenGL and in applications using OpenGL directly in C/C++. However, Cube and Mupen 64 work fine on my both machines, they both rely on OpenGL and I’m really fed up with this kind of behaviour, it’s always the fault of OpenGL drivers! When I found a very small regression in LWJGL some years ago, the first reaction of some maintainers was to accuse the OpenGL driver whereas I succeeded in proving that it was a regression of LWJGL. OpenGL works fine on my machines, that’s all. If you believe I’m wrong, prove it.
Thirdly, “GLIBC 2.4 symbol not found” is the kind of error you get when you use too old a version of GLIBC, I have never blamed LWJGL about this. If you had some more knowledge in C, you would know that I could solve this problem by recompiling LWJGL by myself, there’s no bug.
Finally, Nicolas (N_I_C_S) can confirm I have always respected his choice of using LWJGL, that’s the same for JMonkeyEngine 2.0 despite my problems with these technologies.
I have to be honest. LWJGL displayed the error message “GLIBC 2.4 symbol not found” whereas JOGL 2.0 crashed the whole JVM on my old machine (Celeron 700 Mhz). JOGL 1.1.1a worked fine. I succeeded in using my old graphics card on my “less old” computer.
As I already told you, JMonkeyEngine 2.0 has a better support of LWJGL, its LWJGL renderer is more stable than the JOGL renderer based on JOGL 1.1.1a despite my efforts. I know you would like to spend much time on the artificial intelligence. If you don’t want to waste a lot of time in switching between bindings and engines (like me :(), maybe go on using JMonkeyEngine 2.0 with LWJGL 2.8.2 and report any bug on the official LWJGL forum (there is no real bug tracker for this API as far as I know). Don’t make any decision in the precipitation. If you really want to give up LWJGL, of course I will spend some days to port your source code directly to Ardor3D + JOGL 2.0 so that you can stay focused on the AI.