0.0.4:
	* Added a collision-detection library, and implemented the basis of
	  CD in the project. Collisions are detected, but as for yet there is
	  no reaction :-/

	* Added raytracing (this is a bit related to the collision stuff), now
	  it is possible to now if and where a ray intersects with the world
	  geometry.

	* The renderer interface and the opengl implementation now have
	  bllending and multitexturing capabilities, they are TnL-friendly
	  (ie the models and world geometry now uses vertex buffers).

	* Enhanced the javascript bindings, it is now possible to create
	  speaking NPCs, this is quite useful to make a RPG =)

0.0.3:
	* Big cleanup of the code, a lot of documentation has been added to the
	  header files. I'm now using Doxygen to generate html source
	  documentation (javadoc-style comments).

	* Added an abstract renderer interface, with an opengl implementation,
	  so that converting the project to another rendering engine (ie DX)
	  should be quite straightforward.

	* Skeletal animation now works, I can load Halflife MDL files and
	  display them.

	* I've rewritten the client from scratch, it can now contain a built-in
	  server (this way the client and server can share the world geometry
	  in single-player mode).

0.0.2:
	* Rewritten a big part of the engine, and merged all the previous
	  small components (Ark, ArkNet, Ark3D) in the Ark library. The world
	  is now an abstract interface : adding new world types, such as BSPs
	  for indoor rendering will be as easy as creating collision,
	  pathfinding and rendering functions for this type of world.

	* Added a fast pathfinder based on the A* algorithm, but working on a
	  graph constructed as a quadtree to simplify the world geometry (ie
	  not 1024x1024 nodes, but instead something such as 5000-10000).

	* Javascript can now be used as a script language for artificial
	  intelligence (AI) on the server side, event handlers can be bound to
	  entities, for collision, timers, if the entity is attacked, or if it
	  has reached its goal.

	* The view culling has been enhanced, and now the terrain renderer is
	  a bit faster. Models with skeletal animation have been implemented
	 (have a look at the Test directory), but they still need to be
	  ported to the engine.
