LWJGL exposes high performance cross-platformlibraries commonly used in developing software games and multimedia titles. The main ones are OpenGL (Open Graphics Library), OpenAL (Open Audio Library) and OpenCL (Open Computing Language). It further provides access to controllers such as gamepads, steering wheels and joysticks in a platform-neutral way.
The primary goal of the project is to provide a way for Java developers to get access to resources that are otherwise unavailable or poorly implemented on the existing Java platform. The main philosophy is to expose underlying technology as a thin wrapper, thus creating a simple API. It is also the basis of many Java game engines and libraries.
On 13 November 2014 version 3 was announced, which was released in alpha version on 27 April 2015 and is a complete rewrite of LWJGL. Two of the main changes are the use of GLFW as the windowing system and the (upcoming) implementation of OpenGL ES bindings, as well as Objective-C bindings. Support for Oculus Rift was also added with LibOVR bindings and is currently in beta.
The library accesses native C code through the Java Native Interface (JNI). Bindings to each of the native libraries exist as different modules so developers can make custom builds with only the things they need in a certain program.