About to branch to editor code
Created an "Engine" and "Editor" sub project.
Total restructure of project. Added a DynLib target for the engine, made VCApplication a base class, made a VCGame class for the executable, and create an Editor project that can link the DynLib of the Engine.
Going to switch GLFW versions
Just spent ALL day trying to get GLFW 3.0 working. What a fucking nightmare. Finally gave up
About to make some architectural changes to the component model.
The concept of both Components and Transforms has been removed from the core of the engine. All Component and Transform abstractions will be handled though the managed code. This is an effort to keep complexity down for the object marshaling code. Seems to work well now.