work in progress on object_manager
texture_manager implemented but not yet created in game.ccp
mesh class created
mesh_manager added
objects implemented

still a serious bug causing non updates and exceptions on program exit
camera functions move into its own class
solved exception problems

don't forget to delete objects in reverse order to their creation
fixed typo causing update loop to be to increment in tiny steps
added esc to quit functionality
dice and camera created in their initial positions
new functionality added to die class

allows die to hold a face value, indicate if it is locked and report its type
added logic to assign random values to a die if it is not locked

The casting from an object* to a die* seems needlessly complicated. Might need to look for a simpler way to do this.
added code for printing text to screen

Some place holder example code in place. Needs to be replaced with the sstream solution. Should actually consider using a map instead of a vector to hold the font_rectangle as currently I will need to insert values by number. A map would require a font_manager class which is a bit of a hassle. For now I will just have to use comments to keep tract of which font_rectangle should have which text inserted into it.
modified font_rectangle to store a std::string

Storing the string makes it easier to work with edits of the stored text while still allowing font_rectangle to remember what it is displaying
set initial set of game variables

also added game title that will count the number of rounds that have passed
added toggle visibility functionality to font_rectangle
added better access to on/off booleans
partial dice throwing solution

Reasonably happy with how this is going though it looks a bit clumsy. All that is left is rotation along throw vector, rotation to correct face and cut the multiply by timestep and just use the normalised vector with smaller values.
changed to using mersenne twister for rng
die will align to assigned face value

A die will instantly align to the value it is given by the roll command. I couldn't figure out how to get it to correctly transition by increments.
Also the RNG is super broken, its giving the same set of numbers every time.