Hi! Great, great work!

I though you were just going to provide the API functions and little else. Extras like pre-made custom joints and the like (compound collision hulls, YES!!) are awesome and will save 3DGS users lots of work and debugging.

I stumbled across a bug, however. You said earlier you had to have a destructor because of memory issues. The problem is that there is a call to NewtonDestroyBody inside the destructor callback. It will recur and crash (stack overflow?).

I'm working with v5 of the wrapper. Sorry if this has been fixed later but I have no time to check it.

Skipping the destructor assignment works well, as well as just commenting out the NewtonDestroyBody call within the destructor. Is it really necessary to have a destructor? In the corrected case it just calls ent_remove; I usually call ent_remove along with the body destruction anyway but if there are performance issues I will keep the destructor.

Cheers!