LWJGL: failed to load a library
<p>Have been trying to work with 'lwjgl' on linux and am running into an issue when I run my compiled code from the terminal. I am using the stable release of lwjgl 3.</p>

<p>I downloaded the lwjgl.jar from the website and run the command <code>javac -cp lwjgl.jar: Main.java</code>
which compiles the code fine. Then I run: <code>java -cp lwjgl.jar: Main</code> after and it throws this error;</p>

<pre><code>[LWJGL] Failed to load a library. Possible solutions:
    a) Set -Djava.library.path or -Dorg.lwjgl.librarypath to the directory that contains the shared libraries.
    b) Add the JAR(s) containing the shared libraries to the classpath.
[LWJGL] Enable debug mode with -Dorg.lwjgl.util.Debug=true for better diagnostics.
Exception in thread "EndlessRunner" java.lang.UnsatisfiedLinkError: Failed to locate library: liblwjgl.so
    at org.lwjgl.system.Library.loadSystemRelative(Library.java:100)
    at org.lwjgl.system.Library.loadSystem(Library.java:71)
    at org.lwjgl.system.Library.&lt;clinit&gt;(Library.java:43)
    at org.lwjgl.system.MemoryAccess.&lt;clinit&gt;(MemoryAccess.java:17)
    at org.lwjgl.system.Pointer.&lt;clinit&gt;(Pointer.java:22)
    at org.lwjgl.glfw.GLFW.&lt;clinit&gt;(GLFW.java:562)
    at Main.init(Main.java:31)
    at Main.run(Main.java:78)
    at java.lang.Thread.run(Thread.java:745)
</code></pre>

<p>I'm not sure if I missed some files that I needed too or if I'm going about this entirely the wrong way. Here is the code I am using, it's just some that I found online and I'm using as a test.</p>

<pre><code>import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.system.MemoryUtil.*;
import java.nio.ByteBuffer;
import org.lwjgl.glfw.GLFWVidMode;

public class Main implements Runnable{

private Thread thread;
public boolean running = true;

private long window;

private int width = 1200, height = 800;

public static void main(String args[]){
    Main game = new Main();
    game.start();
}

public void start(){
    running = true;
    thread = new Thread(this, "EndlessRunner");
    thread.start();
}

public void init(){
    // Initializes our window creator library - GLFW 
    // This basically means, if this glfwInit() doesn't run properlly
    // print an error to the console
    if(glfwInit() != true){
        // Throw an error.
        System.err.println("GLFW initialization failed!");
    }

    // Allows our window to be resizable
    glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);

    // Creates our window. You'll need to declare private long window at the
    // top of the class though. 
    // We pass the width and height of the game we want as well as the title for
    // the window. The last 2 NULL parameters are for more advanced uses and you
    // shouldn't worry about them right now.
    window = glfwCreateWindow(width, height, "Endless Runner", NULL, NULL);

    // This code performs the appropriate checks to ensure that the
    // window was successfully created. 
    // If not then it prints an error to the console
    if(window == NULL){
        // Throw an Error
        System.err.println("Could not create our Window!");
    }

    // creates a bytebuffer object 'vidmode' which then queries 
    // to see what the primary monitor is. 
    //ByteBuffer vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
    // Sets the initial position of our game window. 
    glfwSetWindowPos(window, 100, 100);
    // Sets the context of GLFW, this is vital for our program to work.
    glfwMakeContextCurrent(window);
    // finally shows our created window in all it's glory.
    glfwShowWindow(window);
}

public void update(){
    // Polls for any window events such as the window closing etc.
    glfwPollEvents();
}

public void render(){
    // Swaps out our buffers
    glfwSwapBuffers(window);
}

@Override
public void run() {
    // All our initialization code
    init();
    // Our main game loop
    while(running){
        update();
        render();
        // Checks to see if either the escape button or the
        // red cross at the top were pressed.
        // if so sets our boolean to false and closes the
        // thread.
        if(glfwWindowShouldClose(window) == true){
            running = false;
        }
    }
}
</code></pre>

<p>}</p>

<p>Any help you guys can give would be very much appreciated.</p>

<p>Thanks.</p>