the Newton library is not, all other utilities and demos are, and that includes the editor.
It is the SDK and demos that is hard to compile for Linux and Mac not the Newton lib or DLL.
The editor is already on the download page. You can download here, and see where is at.
http://www.newtondynamics.com/downloads/NewtonWin-2.24.rarIt is still very, early stage but I have big, big plane for it, as it is the way future version of Newton will be presented.
It is a plug-in architecture, that can be extended bu the end user.
For example you can make a Irrlich Viewer, plugin, or and Irrlith export/import plug it, and all kind of special controller for the object you want so that you can design you scene visually in the editor.
This will not be just and edityor, although the first thing we will do is physics scene modeling, but it will also be a Graphis/Animation and All Purpose Game modeler.
You will be able to modeler Scene graphics using Solid Modeling similar to Quake engines but way more powerful since it is not limited to convex brush, Nurbs curves and surfaces, Material and editing editing, Animation by IK and constraints, Mesh feature analyst like Convex decomposition, Fractal decompustion for destrution, and Texture mapping unwrapping, Special modesl like 2d terrain and 3d isosuface modeling
Those are the things I am committed to add to the editor, and the all will be available to any engine that link to the NeSDK library.
Notice that most the stuff Id mention in no thong I will make up in the future many of those functionality are already in NewtonMesh, the problem is that it is such and advanced and exotic feature for a physics engine that most user do understand it and go unnoticed.
I myself tried to make so demos, I do not know if you seen some of eth destruction video I post in the youtuve, but what happen is that the demos get some complex that when it do no use for some time I do no understand it. And that convened me that the way to solve that is to have a Visual way to do modeling,
Another aspect of having a Visual modeling aid is that you do not really have to have an all full prove technology, it is OK to have areas where the technology breaks down, but it is very hard to explain these limit in a procedural demo, because the demo may work, but then where the user try to implement it own version he may go to areas where the engine will breaks and that pass as a Bug.
While a visual modeling aid, it is easy for a user to use the engine were it is effective and if a Mistake is made it just need to undo that mistake and try different variation. Plus if the tool also allow for artistic modeling, then you get the best of all worlds.
I give you and exmple, Irrlitch user alway have a diffult time using th engine because of teh limitaion of Irrlich that only deal with fix units and euler angles.
This is such trivial problem to solve, but for the lager majoiry of Irrlish user it is not.
On the other hand ther are a verty bug gruop of Talented Artist and Programenrs hwo use Irrlich as thier develeopemnet engine, thet can make great scenes and art, but poor Game Logic an p hysics.
So having and editor that exposes a solution for then, now you can solve once and for all the Scale and teh angle tuff for good.
I have high hope for this tool and I like anyone who use it customize it by the use of Plug in. They good thong is that the work you put on it you do no have to shared it, because the plug it protect your invesment.