Regarding hpysics, did anybody did some experiments with this? The blog seems to be inactive since december 2008; has development ceased? 

Do alternatives exist? Maybe good wrappers (hopefully pure...)  around existing engines?

Integrating hpysics with Grapefruit might be a good topic for the Hackaton, trying to make a simple game (e.g. Pong or Breakout) without using recursive signal functions, but with correct collision response and better-than-Euler integration, all handled by the physics engine. Other FRP engines could be tried, but Grapefruit hacking is already a topic on the Hackaton, so it would combine efforts. 

It feels as if none of the current FRP engines can handle physics correctly, since a typical physics implementations requires "time backtracking", in the sense that when you want to advance the current simulation time by a timestep, collision events can happen during that time interval, and hence the FRP engine can only advance time until the earliest collision event. So to do physics *with* an FRP engine, the implementation and maybe even semantics of the FRP system might need to be changed. *Using* a physics engine as a blackbox inside an FRP system might make more sense.

Thanks to Wolfgang Jeltsch and Christopher Lane Hinson for having a discussion with me that lead to this.  Interestingly a similar discussion was help by other people in the Reactive mailing list at the same time :-)

Cheers,
Peter Verswyvelen