regularly maintainer (last release 2 days ago)
JOGL is regularly maintained, the latest GIT commit has been done 2 days ago:
http://github.com/sgothel/jogl/commit/18bf27fa86da1f26fd085565f501736816d2f2e9JOGL 2 is not yet completely stable but JOGL 1.1.1a is still available and works fine.
Not really a fair comparison, since LWJGL is a small gaming library designed help you create fast modern accelerated games in java (covering gfx, sound, input, native window system, etc), while JOGL is an OpenGL binding.
Therefore, compare LWJGL with JogAmp (JOGL/JOGL-ES, JOAL, JOCL, OpenMAX binding).
JogAmp handles sound (JOAL -> OpenAL binding is unfortunately not maintained enough), native window system and input (NEWT/NativeWindow), computing language (JOCL -> OpenCL binding), embedded support (OpenGL-ES is supported in JOGL 2)...
JogAmp and LWJGL are quite similar. LWJGL native window system and input have been more tested and used than its JogAmp equivalent, the OpenAL binding of LWJGL is better maintained than JOAL but the OpenGL-ES binding and the OpenCL binding of JogAmp seem less young and more tested than their LWJGL equivalents and sorry to remind you this some bugs impacting low end graphics cards and/or some window managers on Linux have been fixed after (3?) years of complain whereas JOGL has an excellent Linux support even on crappy on-board graphics chips and graphics cards sold in 1998 (Matrox Millenium G200).
I don't know the situation of LWJGL in this area (LWJGL is used in very famous video games like Poisonville and Minecraft) but JogAmp is used by several private and public organizations including universities, miscellaneous corporations, foundations:
NASA, IBM, Eclipse Foundation, SRA International, Ankama Games, Agency9, Masa Group, Sculpteo, Previznet, ...
JOGL can work easily with safety critical systems and is used in both scientific and military applications.
That's why I still advise the use of JogAmp and I'm personally invested in the JogAmp project, I keep an eye on the JOGL support of various API and engines (Ardor3D, JMonkeyEngine, GEF3D, jzy3d, NiftyGUI, ...). In my humble opinion, the latest stable release of JOGL (JOGL 1.1.1a) is more stable than LWJGL. Both sets of API should have been merged because it would allow to have a single stronger and more maintained unified set of API integrated in all 3D engines written in Java instead of having some engines that are more focused on one of them. Sorry for my very long reply. Sven and Mickael, keep up the good work
