Yes. That's very polished and tune for you engine.
I assume this is still newton 3.14 When you are ready to ported to 4
Try place your logic in a ndModel.
Those are new objects in Newton that let you group what ever you need for your logic.
You can group shapes, bodies. Joints. and the game object you need. What make the practical is that the get the update in between the collision and the solver. So you get all the contact joints, in the same frame. The you can add or remove contact, add forces to bodies and so on. This was not possible with older version.
Very much what you are already doing. But in the proper place in the engine pipeline. And they are handle much more elegantly than in 3.14
Yes, this is using Newton 3. I think I will implement Newton 4 slowly as an option at first. I did not want to have both versions in the engine at first, but it will be useful to be able to compare the behavior side-by-side. I will also be able to easily record some performance benchmarks between Newton 3 and 4.
Here's another improvement that makes the sliding collision slidier: