Got some test physics in this house!
Added keyboard support for modifying an entity's rotation.
Gravity components exist/work!
Broke the project into two separate projects. This should help separate the concerns of where game-specific logic (ie: tetris logic) should go, and where entity-component-system logic should go.
renamed remnant project to entity-component to make clear what was going on.
namespace rem --> namespace ec (entity-component) within the entity-component project. namespace rem --> namespace tet within the tetris project.
lowercased the tetris project name.
Moved all the test code we have into game.cpp, and out of the entity-component engine data structure. Also moved the game-specific window initialization code out to the game code.
Removed the duplicate component pointers on the engine class, and reduced the asymptotic complexity of get_component() from O(N) to O(1).
Moved the sf::Event::Closed event check outside the entity iteration inner loop.
Merge pull request #2 from ShortStomp/master

Take me