I totally agree that http://wiki.lwjgl.org/ needs either one of those two:- a total and thorough reworking for LWJGL 3- a very prominent hint that everything written there _only_ applies to LWJGL 2The reason why there is so little tutorials/demos/examples/guides for LWJGL 3 is that version 3 of LWJGL is quite new still in flux and no one so far had time to do a thorough guide for it. The 3D Game Development with LWJGL book is indeed a good place to start. But be aware that this book is supposed to explain how to implement 3D graphics concepts, such as "shadows", "frustum culling", "mouse picking" in LWJGL. It will not get into details about the mapping/binding scheme used by LWJGL to make OpenGL functions accessible.I will try to work further on that "intro" package of the lwjgl3-demos suite to explain more of the LWJGL 3 design. Because, if you're familiar with OpenGL, then the binding scheme and how LWJGL handles native concepts (making OpenGL context current, handling memory, handling callbacks, ...) are the only things that could possibly get in your way.