Added README.
Initial commit for this 2d Java game engine.

The "lib" and "resources" directories are where all required libraries and images are stored.
The "src" directory contains the engine and demo Java source code.  This engine is divided into
core, graphics, gui, and inputs.  Core/framework contains the entity component framework system
used in core/implementation.  The "inputs" directory is for reading user input to the computer,
while gui and graphics are pretty self explanitory.  The "utils" directory contains a set of
utilities used throughout the entire project.
Changed update system and made general improvements.

In Server, Client, and all time dependent Activities the updating system was changed from being
based on nanoseconds to being based on ticks.  These ticks are converted from elapsed nanosecond
time in the game loop. The construction of InputManagers in SpaceshipServer and SpaceshipClient
(renamed from BumperCarServer and BumperCarClient) was tightened up.  Also, the Client now uses
a MessageBuffer to avoid multiple Message writes from different Threads, which resulted in a bogus
read at the client side.
Moved the spaceship program into examples, documented MessageBuffer, and fixed layering bug.

All example programs are now to be put in /src/examples in their own package.  The layering bug in
RenderingActivity simply consisted of the layer comparison operator being the wrong way around.
Added a single player Game class and began testing this by trying to implement a platformer.

Client and Server were moved to engine/core/execute, along with Game.  Added new images that will
be used in the new test game.
Added PlatformControllerLogic for the player and fixed a rendering bug.

The PlatformControllerLogic simply moves a player left and right and will accelerate him upwards
when he presses the jump key.  Moved rendering into a different method in both Client and
Platformer.  There was also a rendering bug at small units: since TextureRenderingLogic casts the
double data to an int before rendering, and the camera is zoomed in dramatically, this makes the
ball look as if it's moving on a grid.  Fixed this by using bigger units.
Made the player's ball collision shape round and changed the controls.

The controls now rotate the ball left and right instead of simply applying a force left and right.
Fixed bug in AspectActivity, improved Framework, and added a DepthRenderingActivity.

In AspectActivity, the constructor was calling entityAdded() before subclasses had a chance to
initialize their instance variables.  This resulted in a bug in all RenderingActivities which added
these Entities to a List for layer sorting.  DepthRenderingActivity manipulates the Camera and the
scale to create the illusion of there being a simple, layered depth; this is often used in side
scrolling platform games.
Added palm tree scenery and made the 'r' key reset the ball.