initial commit for dx11.2

Possibly moving towards this.
Working towards modular project

Getting the dll-based separate projects to work with DX11 & VS 2013
doesn't seem to be possible for now.  As such, I've decided to use a
single project with the relevant subsystems broken up into separate
folders & namespaces.  This allows us to work on the code in a modular
manner and will hopefully make transformation easier once we figure out
how to do the dll-based approach.
Testing new math library

Seems to be working for initializing and constructing different sizes of
matrices and vectors.
better reading code.
Working towards engine object handling

Added generic GameObject type, to be used by the Engine.
Updates

last commit for some reason didnt' have all of the changes, this does.
* updated step timer to be part of Base::Time namespace
* Updated gameobject
fixed typo
Added new doc & design image

* doc on rendering image design (thesis)
* picture from working on whiteboard.
Updating infrastructure

* working on adding ellipsoid class to this project
* added [] operator to vector
* working on adding quadtree class to this project
* moved bounding objects to own file
Minor update to ellipsoid
Added empty files

* Input Subsystem
* Engine Subsystem
* Physics Subsystem
Updated code

* testing ellipsoid static functions
* can use M_PI (etc.) now (pch was culprit)
Fixed location of subsystem files

* engine
* input
* physics
Updated project

* added base subsystem class
* adding renderer class
* starting work on engine class to be main functionality
* need to port dx11 code over into renderer & object code over into
engine
Updated Engine Design

* Reconfigured Subsystem class to be ISubsystem Interface
* Each subsystem is now an abstract interface which derives from the
base ISubsystem interface
* Added additional relevant interface methods to each subsystem
interface.
Updating project

* removed default DXApp code that gets generated
* Adding in new code for app (currently not much) following the tutorial
@ directxtutorial.com
Following tutorial

* Added some input handling
* Moved App code into App.cpp
* Will use Simulator.{h,cpp} for simulator specific code.
Working towards a working engine

* Adding in real code for subsystems
* Adding in dx-related code for renderer
* doesn't work yet.
Updated Code

* Engine has Input, Physics, Renderer
* Renderer creates swap chain, render target; clears buffer, swaps
render target
* App initializes engine and updates it in the loop
* Added enum for potential input types in the Input interface
Uses ref classes and handle declarators

All subsystems now are ref classes and can be managed using handle
declarators (^) to simplify memory management.