anchor.diff:  
   ==== Disclamed
   
  -3D Models 
  +3D Models
   
   
   == Researches
   
  -Improving Guard Behaviour in a Top-Down 2D Stealth Game 
  -
  -[1]   Konami,  “Metal Gear,  Konami,  1987. 
  +Improving Guard Behaviour in a Top-Down 2D Stealth Game
  +
  +[1]   Konami,  “Metal Gear,  Konami,  1987.
   
   [2]   Konami,  “Metal Gear  Solid 2:  Sons of Liberty,
  -Konami,  2001. 
  -
  -[3]   Guinnes World Records, “First Stealth Game  to Feature 
  -Collective  Artificial  Intelligence, 2008. [Online]. 
  -
  -[4]   A. J. Champandard,  “On Finite State Machines and 
  -Reusability, 2007.  [Online].  Available: 
  -link:http://aigamedev.com/open/article/fsm-reusable/[http://aigamedev.com/open/article/fsm-reusable/]. 
  -[Accessed March 2013]. 
  +Konami,  2001.
  +
  +[3]   Guinnes World Records, “First Stealth Game  to Feature
  +Collective  Artificial  Intelligence, 2008. [Online].
  +
  +[4]   A. J. Champandard,  “On Finite State Machines and
  +Reusability, 2007.  [Online].  Available:
  +link:http://aigamedev.com/open/article/fsm-reusable/[http://aigamedev.com/open/article/fsm-reusable/].
  +[Accessed March 2013].
   
   [5]   A. J. Champandard,  “The Gist  of Hierarchical  FSM,
  -2007.  [Online].  
  -
  -Available: 
  -link:http://aigamedev.com/open/article/hfsm-gist/[http://aigamedev.com/open/article/hfsm-gist/]. 
  -[Accessed March 2013]. 
  -
  -[6]   M. Gilgenbach and T. McIntosh, “A Flexible  AI 
  -System through Behavior Compositing, in AI Game 
  -Programming Wisdom  3, S. Rabin, Ed.,  Boston, 
  -Charles River  Media, 2006,  pp. 289-300. 
  -
  -[7]   A. Khoo, “An Introduction to Behavior-Based Systems 
  -for Games,  in AI Game Programming Wisdom 3, S. 
  -Rabin,  Ed., Boston, Charles River  Media, 2006,  pp. 
  +2007.  [Online].
  +
  +Available:
  +link:http://aigamedev.com/open/article/hfsm-gist/[http://aigamedev.com/open/article/hfsm-gist/].
  +[Accessed March 2013].
  +
  +[6]   M. Gilgenbach and T. McIntosh, “A Flexible  AI
  +System through Behavior Compositing, in AI Game
  +Programming Wisdom  3, S. Rabin, Ed.,  Boston,
  +Charles River  Media, 2006,  pp. 289-300.
  +
  +[7]   A. Khoo, “An Introduction to Behavior-Based Systems
  +for Games,  in AI Game Programming Wisdom 3, S.
  +Rabin,  Ed., Boston, Charles River  Media, 2006,  pp.
   351-364.
   
   [8]   A. J. Champandard,  “Understanding Behaviour Trees,
  -2007.  [Online].  Available: 
  -link:http://aigamedev.com/open/article/bt-overview/[http://aigamedev.com/open/article/bt-overview/]. 
  -[Accessed March 2013]. 
  -
  -[9]   B.  Knafla,  “Introduction to Behavior Trees, 2011. 
  -[Online].  Available: 
  +2007.  [Online].  Available:
  +link:http://aigamedev.com/open/article/bt-overview/[http://aigamedev.com/open/article/bt-overview/].
  +[Accessed March 2013].
  +
  +[9]   B.  Knafla,  “Introduction to Behavior Trees, 2011.
  +[Online].  Available:
   link:http://www.altdevblogaday.com/2011/02/24/[http://www.altdevblogaday.com/2011/02/24/] introductio
  -n-to-behavior-trees/. [Accessed April 2013]. 
  -
  -[10]  A. J. Champandard,  “Planning in Games:  An Overview 
  -and Lessons Learned, 2013.  [Online].  Available: 
  -link:http://aigamedev.com/open/review/planning-in-games/[http://aigamedev.com/open/review/planning-in-games/]. 
  -[Accessed March 2013]. 
  -
  -[11]  A. J. Champandard,  “The Power  of Sequences for 
  -Hierarchical  Behaviors, 2007.  [Online].  Available: 
  -link:http://aigamedev.com/open/article/sequence/[http://aigamedev.com/open/article/sequence/]. 
  -[Accessed April 2013]. 
  -
  -[12]  A. J. Champandard,  “The Flexibility  of Selectors for 
  -Hierarchical  Logic, 2007.  [Online].  Available: 
  -link:http://aigamedev.com/open/article/selector/[http://aigamedev.com/open/article/selector/]. [Accessed 
  -April 2013]. 
  +n-to-behavior-trees/. [Accessed April 2013].
  +
  +[10]  A. J. Champandard,  “Planning in Games:  An Overview
  +and Lessons Learned, 2013.  [Online].  Available:
  +link:http://aigamedev.com/open/review/planning-in-games/[http://aigamedev.com/open/review/planning-in-games/].
  +[Accessed March 2013].
  +
  +[11]  A. J. Champandard,  “The Power  of Sequences for
  +Hierarchical  Behaviors, 2007.  [Online].  Available:
  +link:http://aigamedev.com/open/article/sequence/[http://aigamedev.com/open/article/sequence/].
  +[Accessed April 2013].
  +
  +[12]  A. J. Champandard,  “The Flexibility  of Selectors for
  +Hierarchical  Logic, 2007.  [Online].  Available:
  +link:http://aigamedev.com/open/article/selector/[http://aigamedev.com/open/article/selector/]. [Accessed
  +April 2013].
   
   [13]  Looking  Glass Studios, “Thief:  The Dark  Project,
  -Eidos Interactive, 1998. 
  -
  -[14]  T. Leonard, “Building an AI Sensory System: 
  +Eidos Interactive, 1998.
  +
  +[14]  T. Leonard, “Building an AI Sensory System:
   Examining  The Design of Thief: The Dark  Project,
  -2003.  [Online].  Available: 
  +2003.  [Online].  Available:
   link:http://www.gamasutra.com/view/feature/131297/buildi[http://www.gamasutra.com/view/feature/131297/buildi]
  -ng_an_ai_sensory_system_.php. [Accessed March 
  -2013]. 
  -
  -[15]   D. Isla, “Probabilistic Target Tracking and Search 
  -Using Occupancy Maps, in AI Game Programming 
  -Wisdom 3, S. Rabin, Ed.,  Boston, Charles River  Media, 
  +ng_an_ai_sensory_system_.php. [Accessed March
  +2013].
  +
  +[15]   D. Isla, “Probabilistic Target Tracking and Search
  +Using Occupancy Maps, in AI Game Programming
  +Wisdom 3, S. Rabin, Ed.,  Boston, Charles River  Media,
   2006,  pp. 379-387.
   
  -[16]  W. v. d. Sterren, “Squad Tactics: Team  AI and 
  -Emergent  Maneuvers, in AI Game Programming 
  -Wisdom,  S. Rabin, Ed.,  Hingham,  Charles  River Media, 
  -2002,  pp. 233-246. 
  -
  -[17]  D. D.  Corkill,  “Blackboard Systems, 1991.  [Online]. 
  -Available:  link:http://gbbopen.org/papers/ai-expert.pdf[http://gbbopen.org/papers/ai-expert.pdf]. 
  -[Accessed April 2013]. 
  -
  -[18]  Monolith Productions, “F.E.A.R,  Vivendi  Universal, 
  -2005. 
  -
  -[19]  J. Orkin,  “Three States and a Plan: The A.I. of 
  -F.E.A.R.,  2006.  [Online].  Available: 
  +[16]  W. v. d. Sterren, “Squad Tactics: Team  AI and
  +Emergent  Maneuvers, in AI Game Programming
  +Wisdom,  S. Rabin, Ed.,  Hingham,  Charles  River Media,
  +2002,  pp. 233-246.
  +
  +[17]  D. D.  Corkill,  “Blackboard Systems, 1991.  [Online].
  +Available:  link:http://gbbopen.org/papers/ai-expert.pdf[http://gbbopen.org/papers/ai-expert.pdf].
  +[Accessed April 2013].
  +
  +[18]  Monolith Productions, “F.E.A.R,  Vivendi  Universal,
  +2005.
  +
  +[19]  J. Orkin,  “Three States and a Plan: The A.I. of
  +F.E.A.R.,  2006.  [Online].  Available:
   link:http://web.media.mit.edu/~jorkin/gdc2006_orkin_je[http://web.media.mit.edu/~jorkin/gdc2006_orkin_je] ff_f
  -ear.pdf. [Accessed March 2013]. 
  -
  -[20]  GSC  Game  World, “S.T.A.L.K.E.R.:  Shadow of 
  -Chernobyl, THQ,  2007. 
  -
  -[21]  Geurrilla  Games,  “Killzone  2, Sony Computer 
  -Entertainment  Europe, 2009. 
  -
  -[22]  T. Verweij,  “A hierarchically-layered  multiplayer  bot 
  -system for a first-person shooter, August 2007. 
  +ear.pdf. [Accessed March 2013].
  +
  +[20]  GSC  Game  World, “S.T.A.L.K.E.R.:  Shadow of
  +Chernobyl, THQ,  2007.
  +
  +[21]  Geurrilla  Games,  “Killzone  2, Sony Computer
  +Entertainment  Europe, 2009.
  +
  +[22]  T. Verweij,  “A hierarchically-layered  multiplayer  bot
  +system for a first-person shooter, August 2007.
   [Online].  Available: link:http://www.guerrilla[http://www.guerrilla]-
   games.com/presentations/VUA07_Verweij_Hiera rchica
  -lly-Layered-MP-Bot_System.pdf.  [Accessed March 
  -2013]. 
  +lly-Layered-MP-Bot_System.pdf.  [Accessed March
  +2013].
   
   
   == Process
   
   
  -==== Tutorial timeline
  +=== Tutorial timeline
   
   This section arrange the process and parts into a timeline to suite better with a tutorial format. You can read it day by day, week by week until you complete.
   
   .  Part 0: Download and Setup
  -.  Part 1: Review and design, sketch 
  +.  Part 1: Review and design, sketch
   .  Part 2: Assets
   .  Part 3: Code the main
   .  Part 4: Code the gameplay
  
positive.code: 
  == GreenBeret game
  
  This is the up-comming chaper from game making Series 
  
  Part II: chapter 8 - GreenBeret Steath action game
  
  
negative.code: == Programming
  
  
  === Core
  
  
  === Stage
  
  
  ==== Cam
  
  
  === States
  