LWJGL
A low-level Java binding collection covering OpenGL, Vulkan, OpenAL, GLFW, STB, and other native libraries.
Why use it
Custom engines retain Java or Kotlin productivity while controlling graphics, audio, and window layers.
Where it fits
Find engines, frameworks, code libraries, version control, and production automation.
What to check
It supplies no scene, asset, or editor abstractions; teams own native memory and cross-platform packaging.