The APEX engine could be initialized this way. But I still have no Idea how to wrap our Vertex buffer and so on into this asset pipeline. Examples are inside APEX-Examples/ and the rest of the implementation should work if the Nullobjects get replaced with real classes. after you uncomment the "simulate" line in "physicswrapper::step()"
Finding the 4 Main-Include Paths plus the modules directory for APEX. Don't forget to set APEX_ROOT and maybe to add the DLLs to your path.
correct typo
add cooking lib to FindPhysX.cmake
Merge remote-tracking branch 'origin/master' into particles

Conflicts:
	CMakeLists.txt
	src/objectscontainer.cpp
pass osg graphics context to world/physicswrapper

We need this to create osg buffer objects for apex.
extend particles error handling
add some stuff, resource callback without resources
load resources from file

Todo: We need to create PlaneAndDestructibleGroup before loading things from file.
add resource needed for example
Not all deprecated APEX-things seem to be removed as one lib keeps throwing errors. Maybe a complete rebuild helps. Anyway, a bunch of particles is created when pressing F. Particles==much smaller balls without collision between each other.
removed apex from cmake list
Merge branch 'master' into particles

Conflicts:
	CMakeLists.txt
	src/game.cpp
	src/game.h
	src/objectscontainer.cpp
	src/physicswrapper.cpp
	src/physicswrapper.h
	src/world.cpp
	src/world.h
Particles work now completely. I am now starting to create emitter which allow to create Particles of different types. As well as fluids.
Merge remote-tracking branch 'origin/master' into particles

Conflicts:
	CMakeLists.txt
	src/game.cpp
	src/objectscontainer.cpp
	src/physicswrapper.cpp
	src/physicswrapper.h
remove remaining apex files
Merge branch 'master' into particles
merged master + moved data to seperate repo
Introduced Emitter.
Merge branch 'particles' of github.com:lanice/elemate into particles

Conflicts:
	src/objectscontainer.cpp