Cool, I'll try to download & use it, though it probably takes some time to get the Pascal/Delphi headers updated. Unless someone already did that?
>> if you want I can start the demo and get it going, That would be very nice! I'm not a Newton expert, so demo's always help doing things in the right way.
>> Newton 300 closest distance now work on all collision shapes.
>> if instead the player can sense with some distance when lays ahead the AI can make preparation for that,That's useful for animations and IK stuff. But also to hit the breaks eventually, preventing characters falling from falling down.
I already made sort of a state machine that checked wether the player is on the ground, falling, or hitting a stairstep by sending raycasts around the character to "sense" the environment. Never got it finished or properly working though. When doing 1 or 2 raycasts to check where your feet are going still can miss a lot.
Anyway, if that's built-in properly, that will surely make a very nice addition.
>> if you like we can make the first demo.I'm very busy with Tower22, plus I don't know a whole lot about Newton... And it will be a Delphi demo then

But what I can do is just trying to implement the character controller in our game, and report it "tutorial style" on the T22 blog. Thus one or more posts with code examples & pictures... At least, if you can help me on my way a bit

It would come in handy, as an eventual next T22 demo has typical game movements:
- Interfacing with objects
- Doors
- Ladder
- Stairs
- Jump (and eventually grab a rope)
- Push an object
So that makes a good testcase. The planning is to have that demo finished somewhere half 2012 (though in practice things usually take a bit longer). So there is no real rush, but implementing character physics is certainly on the planning next months.