In regards to #6 and #10: I've made a jar file that includes all the LWJGL jars and natives, and has a 1-line call that:extracts the appropriate native files from within the jar, and places them in the "application directory" directory of the appropriate operating systemSets the library path property of the JVM, allowing lwjgl to be loaded from that location.All you have to do is call that one line and LWJGL is automatically loaded, and you can start calling Display.create(), etc. If the libraries are already at the given location, it doesn't waste time re-extracting them, and the library path is set immediately and the game can start immediately.This allows you to do a couple of things: Easily integrate LWJGL in all your products (you just include the jar and call it).Not worry about "installation" or launching your program with command-line flags; everything the program needs is coded into it, so it can be launched like a regular jar file. Just get the file to a user and it works when he runs it.Share a "native file cache" between all your LWJGL applications. If you include the jar file with multiple projects, it tries to use the same directory for each one, resulting in the minumum of files on the user's computer.Easily upgrade your LWJGL version: I create updated versions of the library for each major release of LWJGL, and all you have to do is replace the jar. The native files for separate versions are kept separate, so programs using the 2.8.4 version are independent from those using 2.8.3. Do you want a copy? Sorry if I'm pushing this too hard, but it's made my life a lot easier and I really like how manages deployment.
Here's where it's hosted: http://www.minds-eye-games.com/projects/misc/lwjgl-wrapper-library/If you have any problems, let me know.
#1 You probably are interested in AngelCode Fonts as implemented by Slick.#7 You should probably use Java 6, though java 7 has technically some performance improvements, simply because more people have J6 installed already.Part of the problem is that there aren't "good" answers to some of your questions. For example, on #5, this is certainly possible, but (to me at least) it's a very bad way to structure your rendering, and isn't what you "should" be doing.My overall reaction to your posts is that you should probably just use Slick since it handles most of this stuff for you. OpenGL is kind of complicated, and unless you take a decent amount of time learning its ups and downs, you probably won't make the greatest utilization of it. If you do decide to go for it, my only suggestion would be to look through OpenGL tutorials.