trying an integration test for the collision condition wich doesn't work.
The silly cubes should collide with other cubes & then the app should shutdown. But I keep getting a null pointer exception on initialization
added a collision test wich now runs... The collision would just not build. Fixed it by adding the shape to the controller before adding it to the collision space
removed imports
added functinoality to extend or decrease the vield of view
moved some cube resizing functionality
renamed the bodies
refactor withoud name clashes
added a constructor that allows collision shapes to be listened to... the default spacials uses the most heavy kind of collision shape
did some major tweaks to the scene package because i wanted to implement the collision event correctly.

a solid is now both a visual.body & a physicalbody. The interface of both at least.

added a Imoveable & iteloportable interface to use in the move actions.

these interfaces are both implemented by presence.

a solid should now move its visual equal to itself...