The APEX engine could be initialized this way. But I still have no Idea how to wrap our Vertex buffer and so on into this asset pipeline. Examples are inside APEX-Examples/ and the rest of the implementation should work if the Nullobjects get replaced with real classes. after you uncomment the "simulate" line in "physicswrapper::step()"
Finding the 4 Main-Include Paths plus the modules directory for APEX. Don't forget to set APEX_ROOT and maybe to add the DLLs to your path.
correct typo
add cooking lib to FindPhysX.cmake
Merge remote-tracking branch 'origin/master' into particles

Conflicts:
	CMakeLists.txt
	src/objectscontainer.cpp
pass osg graphics context to world/physicswrapper

We need this to create osg buffer objects for apex.
extend particles error handling
add some stuff, resource callback without resources
load resources from file

Todo: We need to create PlaneAndDestructibleGroup before loading things from file.
add resource needed for example
add hand to scene to use instead of mouse pointer soon
move responsibility for the Hand  (create, destroy, add to World) to GodManipulator
Merge remote-tracking branch 'origin/master' into hand_of_god
Merge branch 'enable_zooming' into hand_of_god
add default transform matrix to Hand which does the scaling and rotation to default position
add first linking between mouse position (screen) and Hand position (world).

for now, simple mapping of screen X,Y coordinates to world X,-Z coordinates.
Merge remote-tracking branch 'origin/master' into hand_of_god
Not all deprecated APEX-things seem to be removed as one lib keeps throwing errors. Maybe a complete rebuild helps. Anyway, a bunch of particles is created when pressing F. Particles==much smaller balls without collision between each other.
removed apex from cmake list
Merge branch 'master' into particles

Conflicts:
	CMakeLists.txt
	src/game.cpp
	src/game.h
	src/objectscontainer.cpp
	src/physicswrapper.cpp
	src/physicswrapper.h
	src/world.cpp
	src/world.h