I'd like to mention that the site is intentionally light on content, for a few reasons:
- We wanted something simple and professional looking, a simple introduction to the library. All the important stuff for developers are links to off-site content (Github repo + wiki, downloads, forum, blog, javadoc). The site will be mostly static, which means less work for maintainers.
- There is nothing special about LWJGL (by design!). If you want to learn how to use OpenGL with LWJGL, you just need to learn OpenGL. Simple as that. It is outside the scope of LWJGL to teach you OpenGL or GLFW or any other API. There are tons of resources available on the internet (some of which we link to).
- There is some technical information (e.g. implications of using GLFW on OS X) that deserves special mention and visibility on the site. But since details have not been finalized yet, they will be added at a later time.
The "get started" section is simple, it's easy to understand for a beginner but it doesn't go into details about how to setup the libraries in an IDE.
Again, this is outside the scope of LWJGL. Novice programmers are welcome to try LWJGL, but if a programmer needs help setting up the classpath in their IDE, they probably shouldn't be using LWJGL directly in the first place. libGDX/jMonkeyEngine/etc are better places to start with.
As it seems to require at least Java 1.7, how will you support Android?
It so happens that no Java 7 APIs are used in the core library, only in tests and the bindings generator. I guess this proves the point that we don't really need 7 for anything, dropping the languages features is only a minor inconvenience. I'm now considering lowering the minimum required Java version to 6.
Browsers, eh? "Write once, debug everywhere. Then watch in dismay as the browser vendors gradually break everything again slowly over a period of time."
We get the same deal with GPU drivers, mobile apps, SQL code, etc. We still live in the stone age of software development.