anchor.diff:  (This means, do not write `loadModel(town.zip/main.scene)` or similar!)
   
   .  Clean, build and run the project. +
  -You should now see the Ninja+wall+teapot standing in a town. 
  +You should now see the Ninja+wall+teapot standing in a town.
   
   [TIP]
   ====
  
positive.code: 
  == The Asset Manager
  
  *By game assets we mean all multi-media files, such as models, materials, textures, whole scenes, custom shaders, music and sound files, and custom fonts.* JME3 comes with a handy AssetManager object that helps you access your assets. 
  The AssetManager can load files from:
  
  *  the current classpath (the top level of your project directory), 
  *  the `assets` directory of your project, and
  *  optionally, custom paths that you register.
  
  The following is the recommended directory structure for storing assets in your project directoy: 
  
  [source]
  ----
  
  MyGame/assets/               
  MyGame/assets/Interface/
  MyGame/assets/MatDefs/
  MyGame/assets/Materials/
  
negative.code: 
  Open your JME3 Project in the jMonkeyEngine SDK.
  
  .  Right-click a .Blend, .OBJ, or .mesh.xml file in the Projects window, and choose “convert to JME3 binary.
  .  The .j3o file appears next to the .mesh.xml file and has the same name.
  .  Update all your `loadModel()` lines accordingly. For example:
  +
  [source,java]
  ----
  