I've used Bullet in a professional capacity, and I'd hesitant to force the GC on your users. I'd port their allocators and supply implementations that map to malloc or the GC and let users that have their own heap implementations map them to those.

There are a couple of reasons for this:
1) Most large game engines/simulations probably already have several types of custom allocators that they'd like to map bullet allocations to.

2) GC is not necessarily the best model for keeping track of physics data. Usually, physics objects are tied to their game entity counterparts and should be cleaned up as soon as those go away. This ownership is mostly unambiguous, so its not much of a burden to remember to clean up the physics objects. I used ref counting when I set up my company's implementation but even that is probably not necessary.

I'll probably mainly keep Bullet's system in place, then. I might at least replace Bullet's C++ "new" and/or malloc with GC allocations, but I'm undecided on that.

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