Initial commit.
Last changes:
- includes Xcode project
- the stub project shows OpenGL window, and implements the main loop.
- the window can be closed with Escape
ftr1: add the concept of the working camera
Last changes:
- camera uses position, and quaternion for the direction
- quaternion library added
- basic matrix operations
Known issues:
- camera direction is unpredictable - the rotation matrix is wrong
- keyboard is not handled to move the camera
ftr1: The camera concept has been added.
Last changes:
- vector library is implemented
- quaternion and matrix files have new functions
- the camera is based on the standard approach: direction and up vectors. The
  rotation is made with the quaternion with a predefined step.
Known issues:
- camera pitch and yaw have not been tested and implemented yet
- camera rotation and movement are not smooth
- mouse movement is not implemented
- board has the hole to determine the position of it in space.
Reference:
http://youtu.be/rV1EnNIjF-U
ftr1: The camera behavior has been updated and fixed
Last changes:
- updated core math libraries: matrix, vector and quaternion.
  All matrices are row-major (excluding the projection matrix).
  Before they are used in OpenGL, they must be transposed.
- Forward/backward, yaw and pitch features are implemented
- Code is cleaned from debugging snippets
- Camera uses quaternion and the position only. All matrices are
  built using this data only.
Known issues:
- The camera can be manipulated from keyboard only
- Other movements must be implemented: roll, strafe, up/down
- Test camera in the artificial room with the ground and ceil.
File README.md has been added
Added formatting to README.md
Corrected formatting of README.md
Merge branch 'ftr1'
New feature has been added to master.
ftr2: Engine class has been extended to support additional camera movements
Camera class can strafe and move up/down.