Added gitignore
Squashed commit of the following:

commit 2f28e7532543a789355e0f70c723693c2aadc975
Author: Lars Butler <Lars.Butler@gmail.com>
Date:   Sun Sep 16 02:17:37 2012 +0200

    Added LICENSE

commit c756336e6448f119993955f41df43c9313ccaf12
Author: Lars Butler <Lars.Butler@gmail.com>
Date:   Sun Sep 16 02:16:04 2012 +0200

    JUnit is now a dependency

commit 0a2b13fab072a08375d8b7704b4bd760744254c5
Author: Lars Butler <Lars.Butler@gmail.com>
Date:   Sun Sep 16 02:15:40 2012 +0200

    Added tests for RK4 and MathUtil

commit d97de8d4a90054568bcedebc10871743dd53e33b
Author: Lars Butler <Lars.Butler@gmail.com>
Date:   Sun Sep 16 02:03:12 2012 +0200

    math:

    Fleshed out RK4 integration.

    Also implemented the 5th SUVAT equation, for computing initial velocity
    required to achieve a given displacement.

commit 34ceec6f2af0b4a99c98b26ab479471664f05371
Author: Lars Butler <Lars.Butler@gmail.com>
Date:   Sun Sep 16 02:01:13 2012 +0200

    Cleaned up imports

commit 9532c47f57bd59122b270d1f42332434d120616e
Author: Lars Butler <Lars.Butler@gmail.com>
Date:   Sun Sep 16 01:07:53 2012 +0200

    HUD with FPS counter and pause indicator

commit 6a016eb3a9734d45cdcff9e8dfefbcf187ec7dad
Author: Lars Butler <Lars.Butler@gmail.com>
Date:   Fri Sep 14 00:12:29 2012 +0200

    GameDemo:

    Initial commit.

    Update/render loop is set up, sample level is drawn.
Flesh out Entity and Player

Entity now everything it needs for tracking state (including previous state).

Player extends Entity and can render itself.
GameCanvas now draws the Player
Main instantiates Player properly
Kernel:

Updated a comment.
GameState, Entity, Level:

Added basic movement integration and rudimentary collision detection/response.

It looks like once the player hits the floor, it will stay there for a second
and then just fall through.
Major changes to collision and math stuff

Broke out collisions concerns into a separate class (Collision.java)
and added tests for a bunch of math/collision utils, bringing coverage
up to about 61%.

We now have working collision detection/response on both X and Y axes.
models/Level:

Added a couple of floating platforms to the sample level.
core/GameState:

s/updateCharacter/updatePlayer/
models/Entity, models/Player:

- Added methods for defining the max absoulte velocity (x and y axes)
for Entities
- Added jump functionality
core/GameState:

Added a hack to reduce the precision of a y axis collision correction,
which prevents over-correction and causes some strange bugs when the
player tries to walk between a floor and ceiling, with a vertical
gap exactly equal to the player's height.

I should figure out a more permanent and less hackish fix for this.
models/Player:

Doubled acceleration (x axis) speed... this allows the player to
change directions in mid-air, which is nice.

For example, you can leap up off the edge of a platform, out into space,
and quickly come back and land on the platform. Any decent platformer
should let you do this. =)
math/MathUtil:

Added a util function to compute render position, taking into account
alpha blending.
math/MathUtil, models/Player:

Added interpolate to include alpha blending in the position of the
rendered player. This is to account for the update and render cycles
are not synchronized (and the rendering takes place "between" update
cycles).
Merge branch 'master' of github.com:larsbutler/gamedemo