Fixed Octree visualization
Collision detection now returns all collision points
started implementing single collision point
non final code in Collision::collisionResponseBetween and RigidBody::intersectOctrees
Coliision response with only 1 point. Quite accurate :-) But not accurate enough for 2 cubes on top of each other
Smooth simulation when slow motion is on ;-)
refined collision response
changed the handling of resting contact to be a smoothing instead of a hard cut
press 'E' while adding a spinning top to get a rotating one
press 'G' while adding a spinning top to get one which is upside down.
Added different skyboxes and a more high res dark wood texture
faster but worse collision detection (only take the first few collision points)
+ Wireframe rendering
+ Press 'V' to generate two spinning tops at once (with offset from the center)
* Faked some inertia tensors to have more stable spins
+ generate 2x2 grid of spinning tops
* adjusted light position
smaller forces when pressing 'E'
reduced CPU usage when paused simulation and no keyboard input
patch to resting state detection
Nicer README.md
Deleted unused skyboxes