I did not say that Java2d is horrible. I'm sure it is great if used correctly. I am saying that I work better with opengl. It suites me.
Sorry to say, but I just don't like using java2d. That
is just my preference. It just clicks more naturally with me. I am not saying that lwjgl is easier to learn. I am saying that I had a better experience with lwjgl. Also, why would you need to make graphics abstract? All the engines do that, but I have no clue why.
"NO reason to use a native dependency like lwjgl AT ALL outside of sheer preference (preference vs portable code... hmm.)"
Are you saying that lwjgl isn't portable (as in port to all OS?)?If so, look at
far sky! It ports to Windows, Mac, And Linux! And it was written in lwjgl!
I don't see any disadvantages with its capabilities. It runs off of hardware. What is wrong with using native libs? And by the way, I hated the hierarchy in java2d, just because it did not feel like I was making a game. It felt like I was hacking into a window making program, and making a game. I mean, paint(), JFrame, JPanel, all of it just sounded like tools to making a window, not rendering anything other than some buttons and images.
And above all:
This is all my
opinion!
I have not had any issues with lwjgl, its lack of abstraction, or how it is a native library! Thus, I use it! I just don't want to use java2d because it does not suite me. Granted, a lot of things will not 'suite' me in coding, but when I find out that there is an alternative to it, I want to use it!
And what are the issues with using lwjgl over java2d?