added simple (hacked together) maze generation
basic 50% chance that there will be a wall in place.  A path going from center all the way left and then all the way down is carved to ensure the maze is solvable.  Obviously this is not desirable
removed point class as it serves no purpose
having it just complicates things, I will probably add a point struct to define.h
added setWall function that sets a new wall state
companion function with doesWallExist that gets wall state at specific location.  Will be useful for robot saving info about the maze and generating virtual mazes.
added a Point struct (substitute for Point class)
really just needed to be a struct.  I am using it for maze generation, keeping track of lists of positions is useful
added a slightly modified version of Prim maze generation
We now can generate an infinite number of random mazes thanks to the 1950's.  The algorithm was slightly modified, instead of getting removed from active list when position in front of maze is already in it, it gets removed when all adjacent positions are already in the maze.  Not sure if i'm going to fix it or not.  It seems is a little bit simplistic for this way...
Implemented more interesting robot search pattern
Better than just bouncing back and forth.  Turns right whenever there is an open space to it's right.
added a README in GitHub markdown
Covers a decent overview of the system...
fixed some minor issues with README
grammar, bolding, newlines.  Yeah, the stuff of that sort -_-
one more problem fixed when talking about OpenGL
added verbose calling of g++ when building c++ apps
lack of verbosity caused problems in ubuntu (classic ubuntu)
added Circle class, global helper funcs
Circles can now be rendered (yay!) and there are pixel space to gl space conversion functions that have been globally defined for better code reuse (have yet to implement them back in Rectangle where the code was copied from)
Added smooth walls with Circle class
looks a lot better now
Merge branch 'develop'
Working maze solver works with prim maze generation