Spiked Entity system

Logic system will control an entity manager which manages a mapping of entities and components that represent objects in the game.
Also created base AlphaObject which most objects in the game engine will inherit from.
Logic now controls Entity objects

The Logic system now implements an EntityFactory whose sole purpose is to produce an entity object when asked.  It will create and attach components to a newely created entity, so long as they are registered.  The LogicSystem will then house the entities as the exist through out the life-cycle of the engine..
Added ability to set up Game level Logic system

Games that implement the Alpha Engine should now implement their own version of the LogicSystem, and passing it as a template arguement to the InitializeAlpha static function.
This game level logic system should inherit from the base LogicSystem class, and all game level logic should be written here if c++ is needed.