Initial setup

Paper.js for rendering and Ammo.js for physics, plus a few workflow and project organization tools: Grunt, Stylus, Modernizr, Normalize, SMACSS structure.

Also created a stand-in physics engine for tracking world coordinates before implementing a real physics engine. Plus I need to decide whether I'm really going to use Ammo.js or Box2D, or keep it modular enough to use either.
Renamed game engine Curtain

Decided to start with the game engine that abstracts away all of the
graphics, physics, and sound. Wrote a giant comment block about the
goal of this abstraction and the benefits of using it.
Renamed for theatre analogy and fixed World

World now inherits nicely from Array, extending it's ability to push and
lookup objects, while still retaining normal function properties, an
inteact prototype chain, and a correctly reported constructor.
Curtain very complicated, but basically working
Proscenium as namespace

Much cleaner structure for the framework now, I think. Proscenium acts
simply as a namespace for tracking the entire game. It contains
functions that instantiate actors, curtains, scenes, and stages, and
adds them to its collections of those things. The collections are simple
objects with separate counter varaibles (for auto-assigned ids, and
nothing else).

Actor defines a role() function that assigns roles to an actor instance
from a set of available roles stored in Actor._roles. Again, Proscenium
holds a role() function that can store a new role definition. For
testing, simply assigning to Actor.prototype._roles does essentially the
same thing.
Actor with roles, Curtain, Emitter

Actor object implemented with ability to adopt multiple roles. Curtain
tracks a list of objects with Emitter mixin. Emitter implements on(),
off(), trigger() for events. Utility object now has util.object() and
util.mixin().
Actor and Curtain conspire for usefulness

Curtain can represent itself on stage (awkwardly hard-coded for now) and
updates asynchronously as its actors update. Actors mixin Emitter so
they can support listeners, and also utilize a set() function to easily
modify their state and trigger an "update" event at the same time.

Bumped to v0.1.0 now that we arguably have something useful.
Some tweaks for consistent project naming
Merge branch 'master' of github.com:Bootjack/Proscenium