I think we need to talk about what direction WGE's design is going in.
Right now, we have the Managers: AvManager, GuiManager, Manager, OgreManager, OisManager, PhysicsManager, ScriptManager, and TerrainManager.
And the Non-Manager Objects(which are intended to be used directly): Actor(Dynamic, physical object), and Camera.
I was planning on splitting Actor into PhysicalActor, and CollisionActor. They would both inherit the basic physic methods used both in collision-only, and full-physics situations. CollisionActor would support Ogre's translate, rotate, etc., and would report back where a collision happened. PhysicalActor would be controlled by using physics forces, but you can only apply these forces in the ojbject's special callback(That's just how OgreNewt/Newton is designed, maybe that is best, or there is someway around it?).
And finally, about a messaging system, I'm not really sure what parts of WGE would be ideal to use it with. OgreNewt, and Ogre are already tied to together, they don't really need to communicate with messages. The only useful one I can think of would be input.
Perhaps the messaging system should be for the application's, and WGE's use? There could be a central event manager, which routes all of the messages to their proper place?
There's other stuff I'd like to talk about too, but this seems most important right now.
