Car with physics

Is there a way to use a physics engine through babylon to implement physics for a car? I have looked at
But that uses ammo js directly and has to manually sync the body/wheel meshes with the physics entities (lines 180-190). Is there a way to do this through babylon, the same way we can with normal physics impostors?

@Necips yeah I saw both of those, the only problem with using joints is that I would need to manually configure it to act like a car. And then there is the issue with braking… would I actually create a brake pad and use friction to cause the car to stop, seems a bit complicated. Using the ammo btRaycastVehicle it seems to take care of everything for you.
The issue with the second tutorial link is that it is a basic car with no physics at all.