anchor.diff:  
   == Which Strings Not to Translate
   
  -*Important:* In the Bundle.properties file, do not include any strings that are asset paths, node or geometry names, input mappings, or material layers.
  +[IMPORTANT]
  +====
  +In the Bundle.properties file, do not include any strings that are asset paths, node or geometry names, input mappings, or material layers.
  +====
   
   *  Keep material layers: 
  ++
   [source,java]
   ----
   mat.setTexture("ColorMap", tex);
   ----
   
   *  Keep paths: 
  ++
   [source,java]
   ----
   teapot = assetManager.loadModel("Models/Teapot/Teapot.obj");
   ----
   
   *  Keep geometry and node names: 
  ++
   [source,java]
   ----
   Geometry thing=new Geometry("A thing", mesh);
  
positive.code: ----
  
  *  Keep mappings: 
  [source,java]
  ----
  inputManager.addMapping("Shoot", trigger);
  
negative.code: .  Make a copy of the `Bundle.properties` files.
  .  Name the copy `Bundle_de.properties` for German. Note the added suffix _de.
  .  Translate all strings (text on the right side of the equal sign) in the `Bundle_de.properties` to German. 
  +
  [source]
  ----
  greeting=Hallo Welt!
  score.display=Spielstand: 
  ----
  +
  [IMPORTANT]
  ====
  Do not modify any of the keys (text to the left of the equal sign)!
  ====
  
  .  To test the German localization, start the application from the command line with `-Duser.language=de`. Note the parameter `de`.
  +
  [TIP]
  ====
  In the jMonkeyEngine SDK, you set this VM Option in the Project properties under Run. Here you can also save individual run configuraions for each language you want to test.
  ====
  
  To get the full list of language suffixes use 
  
  