A great many changes.   These changes still require polish and bug fixes.

Simulation responsiblities have officially moved from Bullet to Erlang.  Scene objects (currently only rigid bodies) are modelled as erlang processes enabled with timewarp and events between entities realized via message passing.  Frame updates are aggregated in parallel via ETS table.  The following interbody forces are still outstanding but will be coming in the coming months:
    Persistent contact
    Rotation

This update is significant and invalidated a great number of previously existing demos.  They have been removed until the features they rely on are effectively realized within erlang. Furthermore,  there is some dead code on the C interface side of things which needs to be removed.

To support simulation native math and physics libraries have been created for erlang.  No attempt as yet been made to optimize this code.

A new dependency on ogre-procedural has been added in order to obtain access to a larger selection of primitive objects.  This will also allow for dynamic mesh generation from Erlang.  I defined an initial set of interfaces for ogre-procedural, but I have yet to test them.