I'm quite new to game physics, still I got Bullet up and running (for now I have a rigid body and a visual mesh).
The position and quaternation of the mesh is adapted to the rigid body's center of mass and rotation after every simulation step.
This works fine for one single object, but how would I deal with many objects in an easy yet efficient way?
Would be the best way to hold a linked list of structs like the following one and iterate it after every simulation step?
struct
{
btRigidBody * body;
MyMesh * mesh_id;
};
Does anybody know a better solution?
Any help would be appreciated

Thanks!
EDIT: just found out about the setUserPointer() procedure. Still my question: Do I have to iterate all rigid body's after the update step or is there a better way?