Continuing work on components.
Major refactoring to move out classes; cleanup and re-arrange functions.

I'm starting to organize all these seemingly random classes. 'engine' is just going to provide access to useful classes for the app/game code.
Adding particle rendering again; android support update.
Tweaked license and formatting; was BSD clause 2, now MIT.
I'm submitting this for now; I see my understanding of components needs work though. Will work on that tomorrow.
continued work on components
Continuing work on components; looking for a simpler solution for now.
Fixes for c++0x compatibility.
Enable C++11 on Mac.
tweaked c++11 support; adding in sprite component.

I'm looking for the simplest solution for now, will need to revisit this after this game is released.
Moving back sprite loading code; animation code.
Some asset cleanup
Refactoring asset usage; breaking out into separate files.
Additional refactoring and cleanup for assets; moved mesh and material out. Starting to cleanup these and move shader.
AssetLibrary now supports a default asset; which cleans up a lot of the mess of holding onto those.
More refactoring of the asset code; broke out some shader asset stuff.
making progress on the spriteconfig conversion to assets.
Separated spriteconfig, clips, frames. Now part of the asset. Starting to add in more versatile drawing code.
Adding a new struct to pass when rendering.
Finally have sprites rendering with the new component setup and renderer changes.