I'm almost done writing a NetBeans Plugin for LWJGL if anyone is interested.
It will be a very, very basic version of this:
https://netbeans-opengl-pack.dev.java.net/ (Uses JOGL, not LWJGL)
For complete beginners that want to use LWJGL, all they will have to do is add the NetBeans Plugin.
Then the plugin will..
-Add LWJGL Libraries to the Library Manager
-(Possibly) add Slick-Util Libraries to Library Manager
-Create Project Templates in menu File->New Project->Java->LWJGL. This will automatically add the LWJGL Library to the project, and when they build the project, it will automatically copy the native libs to the dist folder. Then all they have to do is add code and click run, no additional setup. For the alpha release, I plan on having:
-Create New Empty LWJGL Project
-Create New LWJGL Project with Basic Skeleton
-(Possibly) Create New Empty LWJGL & Slick-Util Project
-Create all of the demos as project templates currently available on this site in the menu File->New Project->Samples->Java->LWJGL
If all goes well, it should be great for beginners that use NetBeans, and it should provide a convenience for veterans.
If this somehow goes against the license or don't want me to do this, I won't upload it.
It will be open source of course (BSD License; most likely hosted on kenai.com), and it should be available for download from
http://plugins.netbeans.org/PluginPortal/ . I'm hoping to be finished in a few days, but it could be a week.
It's very basic right now, and I have it all pretty much working, except moving the native libs to the dist folder upon build (like the NB OpenGL Pack does). When I get this done and hosted, I hope to start writing some basic tutorials for LWJGL. Trying to take advantage of the little downtime I have right now...
So what do you guys think? Will you use it? I could try to help maintain the Eclipse plugin also; I just have less desire because I don't use that IDE anymore (for various reasons). How would I even go about helping on that?