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Good point Martin. I've been living in GPGPU land for the past year writing performance-sensitive code, though, so I thought it was an interesting point that's not immediately obvious. :)
Rather than just dumping a download link, perhaps a link to the actual website with the documentation, wiki, and API reference might be more helpful. bulletphysics.org
I second this. We used Lua and LOVE for our Global Game Jam game and it worked out fantastically. They've put together a lot of really great open source libraries under one common API, and every release keeps getting better. The performance is great (Lua is blazing fast!), and a lot of advanced OpenGL features like FBOs are exposed, which is rare for a lot of 2D engines. On top of all that goodness, it's cross-platform (Win/Mac/Linux). I'd definitely give it a good look.
What exactly are you trying to do here? Poll the keyboard during rendering? If so, you definitely do not want to go down that route. Separate your fast-as-it-can-go rendering code from your event-triggered input logic. Event logic updates the game state when something happens (like a key is pressed). Rendering logic just draws the game state to the screen.