

There are other, differentiating gameplay features of this, but that is the main reason I decided to stay away from game engines - after some research, they tend to lean towards static "levels" instead of procedurally generated terrain. One final piece of information which may be helpful is that my end goal with this whole 3D thing is to make a game with Minecraft-like worldgen and building. So, my question is: Should I downgrade to lwjgl 2, and follow the tutorials and examples for that, or should I stick with lwjgl 3? If I should stick with 3, how do I use it to render a cube using the recommended-and-not-deprecated OpenGL methods? Is there some other thing I should be using to do this? As a side note, are OpenGL rendering vertex coordinates relative to a static world origin, or are they relative to the viewer's position? Once I can render a single cube, or even a face of a cube, at specified world coordinates, I think I can do the rest of the game without any roadblocks as terrible as this one has been, but until that point, I am stuck. I have a basic understanding of OpenGL, but I have found very few helpful, up-to-date tutorials on lwjgl 3. Eventually, I found lwjgl 3, but getting even a cube to show up is proving difficult (I'm using stable 3.0.0a - does that make a difference?).

I originally looked at Java 3D, but the tree graph and the process of manually posing a mesh using Java put me off (can you import blender files into lwjgl 3/OpenGL?). A while ago, after making a 2D game using Java's Graphics 2D for rendering, I decided I was ready to make a game in 3D.
