Started cutting out pieces necessary for live sim. Broke the hell out of it
Organism Sim Factorization

* Refactored EVERYTHING.  Not really, but I did move everything
  out of Game1.cs except for starting a SimScreen

* Ported Forever.Physics to vs2010 express
* Brought in my old fly camera keyboard controls and added some cheap and easy xbox360 controls
* SimScreen keeps a rigid body for the controls to actuate forces on, and the camera position and orientation is set to that body.

* Population and PopulationMember types
* RandomPopulation (subtype) creates a random set of of bodies across a box so that there is average of one organism per 1x1 cell
Removed real fuck up
Added rigid bodies to organism
Adding OrganAbilities

* Got organ abilities being triggered by neural activity
* Atm only 2 abilities
** ThrusterAbility, applies force to rigid body, and return 0 or 1
** QueryPositionAbility, returns world position
* Moved NervousSystem so that it's between organs being fired and the rest of the model
Adding OrganAbilities

* Got organ abilities being triggered by neural activity
* Atm only 2 abilities
** ThrusterAbility, applies force to rigid body, and return 0 or 1
** QueryPositionAbility, returns world position
* Moved NervousSystem so that it's between organs being fired and the rest of the model
Cell Space Partitioning

* Automatic discovery of 3d bounding box partitions
* Added new query abilities
* Extensions.cs
* Added Renderer method for bounding box
* Fixed rendering bug for body parts
* Added Organism properties for tracking energy ratio and added query ability
* Query velocity query ability