Bega Lua embedded scripting experimentation
Minor refactoring and reformatting
Begin Object factory; Lua config; formatting

Object factory will initialize objects (players, objects, and pixel
groupings).

LuaParser will be the base class for reading and handling different lua
scripts. This will first replace the "config" plane text configuration
file.
Conver config to LUA; Lua Parser class begun
Lua configuration support

Of course, this required the addition of a lot of Lua parsing code
which is included in this commit.

Use file "init_script.lua" to setup the runtime, should be very
self-explanatory.
TextDriver begining implementation

Relatively significant additions, in the from of a new class and new
consolidations in Common, to bring simple and effective text regions.
Currently, there is a lot of difficulty getting the alpha data to blit to
a temporary surface, followed by bliting the temporary surface to the
main screen. Rather than fight with it now, I'm going to start my
transition to SDL2.0, this way, any headway I make won't have to be
reimplemented in the API. And knows, maybe apla blending is snap in the
new SDL (it's really just that I can't wrap my head around multi-layer
alpha transfer)
Functional port to SDL2.0 COMPLETE!

Result is better performance through use of the SDL_texture (even for
the particles). Screen will also scale, but beware, not all objects
respond to this scaling correctly. Also, alpha blending is no longer a
complete crap-shoot with multiple surface blits. This relieves a lot of
headaches.

Major changes had to be made to accommodate the main thread restrictions
of popular graphics back ends (OpenGL). This means that only the main
thread is able to access key graphics object like the renderer. This is
the primary motivation for the Render Job queue, which is still in
early implementation, but working.

The primitives class has not been ported. Depending on primitive
support, I may remove this class.
Refactored RuPPAT entry point
Mostly refactoring...I think
fixed control bug caused by unitialized values

Minor refactoring and additions to begin support for different mapping
styles. The first being wrap, which will allow an object to go off one
edge and reappear at the opposite end of the map, similar to old school
asteroids.
Removec ability to hold down space and fire
In game rate adjustment capabilities added

Slo-Mo!
Prepping for force based physics

Instead of simply calculating the acceleration for one body out of a
body pair, calculate the force between them and then apply that force
to each, this should be more efficient and allow for a more flexible
physics engine in the long run.