I have been using Newton for a while with my engine, but finally have had the time to release something more substantial. I have been working more on the physics and will hopefully have even more soon. So far, I have some basic objects, chains, and doors, implemented. I don't have a precompiled binary, but I do have a full source code release for the project. I have been focusing more on the graphics and rendering lately, but I have finally gotten back to the physics and interaction. I will be updating the demo and posting things as they come, so I figured I'd post here and see what people think.
You can get the demo from my homepage, http://www.hourglassdesign.net, under the Engine link on the menu. The demo is a full source release, but I have not posted a binary release yet (currently I am using textures from Doom III, but I want to find textures that I can freely distribute for a binary release). I have instructions on how to extract the resources from Doom III if you already own it, though. Like I said, though, this is a full source release, including the code for the Logic module which uses Newton.
Currently, I am working on a full rehaul of the engine, this has allowed me to better integrate Newton into the logic part of the engine. In the demo, you can press Space to place a brick (the position being traced through the scene and placed at the first hit), and Left Control to fire a brick (from the current location). The chains are fully dynamic using the ball/socket joint, the door is linked using two hinge joints, and the bricks/crates are rigid bodies that interact with everything else.
Next step is to implement character control using Newton, then I want to expand the level a bit to show off more things (I want to add water reflections with a pool, along with bouyancy for objects in the pond).
Lastly, great library! A while ago when I was looking into implementing physics into my engine, I looked at many different libraries. Newton has been more then appropriate for everything I have needed in the engine so far, and I'm barely even using anything in it (but I will, oooooh but I will!!). Great job all, can't wait for future releases to see what they offer.