Initial commit.  Working prototype: displays bouncing balls with 4 walls.  Uses the Box2D debug rendering.
Disable accelerometer and compass.
Space change.
Change creating a particle from "is touched" polling to a touch down event to avoid creating a stream of particles at the screen update rate.
Move methods MakeWall() and MakeParticle() from screen to game class.
Start game with blank screen
Render each particle as a filled, red circle.
Particle colour ranges from blue to red, depending on speed.
Test code demonstrating that constants like Color.RED are mutable.
See http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=13958
Rename to ca.sumost.kinetic namespace.
Renamed package to ca.sumost.kinetic.
Renamed MyGdxGame --> KineticGas.
Clean up code a bit, remove Particle subclass used for debugging.  Avoid
creating new Color objects on each render.
Rename game class KineticGas --> KineticTheoryGame.
Introduce class Gas to track collection of particles and collective
properties.
Move the min/max speed variables into Gas.
Add statistics to track speed and velocity.
Display 4 walls in white.
Display angular velocity statistics.
Separate viewport size from world size.  Reduce world size, particle size in attempt to keep speed < 120 (2 units/step).
Do not create particles if touch down on a wall.
Make a vertical wall in centre.
Full simulation of Maxwell's demon: put vertical wall with removable shutter.
Return to placing multiple particles by holding down (and dragging) touch.