Here's an idea:
1. modify the Java md3view program to use lwjgl. From this we
obtain an md3 loader package. Maintaining it will be made
relatively easy because of the md3view application (easy to
shake out the md3 loader features).
2. finish porting (to lwjgl) the NeHe examples and other OpenGL/SDL
examples for MD3 Animation, Quake III BSP level rendering,
frustrum culling, etc...
Sitting on the shoulders of QuakeIII models and levels allows Java
developers to fully participate in the enormous (and talented)
base of artists - and to some degree developers. Java game
developers would have access to a grand tool base for creating
and animating worlds and models.
What I think needs to be strongly stated is that I believe the lwjgl
is stable and ready to handle this. As proof, the lwjgl already
runs about 15 of the NeHe/OpenGL tutorial lessons perfectly.
The framework and sample code is there for anyone to simply
port the remaining (small) MD3 Animation and BSP tutorials
to Java/LWJGL.
Here is the first page.
http://www.gametutorials.com/Tutorials/opengl/OpenGL_Pg1.htmNotice most of these are already ported to LWGJL!
Page 5 has the MD3/BSP code.
Just do it!