anchor.diff:  [cols="2", options="header"]
   |===
   
  -a|What you want to do
  +a|What you want to do?
   a|How you say it in JME3 terminology
   
  -a|Lay out the 3D scene
  -a|Populate the scene graph
  -
  -a|Create scene objects
  -a|Create Spatials (e.g. create Geometries)
  -
  -a|Make an object appear in the scene
  -a|Attach a Spatial to the rootNode
  -
  -a|Make an object disappear from the scene
  -a|Detach the Spatial from the rootNode
  -
  -a|Position/move, turn, or resize an object
  +a|Lay out the 3D scene.
  +a|Populate the scene graph.
  +
  +a|Create scene objects.
  +a|Create Spatials. (e.g. create Geometries)
  +
  +a|Make an object appear in the scene.
  +a|Attach a Spatial to the rootNode.
  +
  +a|Make an object disappear from the scene.
  +a|Detach the Spatial from the rootNode.
  +
  +a|Position/move, turn, or resize an object.
   a|Translate, or rotate, or scale an object = transform an object.
   
   |===
  
positive.code: 
  Many Spatials represent game characters or other entities that the player can interact with. The above code that rotates the two boxes around a common center (pivot) could be used for a spacecraft docked to a orbiting space station, for example.
  
  Depending on your game, game entities do not only change their position, rotation, or scale (the transformations that you just learned about). Game entities also have custom properties, such as health, inventory carried, equipment worn for a character, or hull strength and fuel left for a spacecraft. In Java, you represent entity data as class variables, e.g. floats, Strings, or Arrays. 
  
  You can add custom data directly to any Node or Geometry. *You do not need to extend the Node class to include variables*!
  For example, to add a custom id number to a node, you would use:
  
negative.code: ----
  
  
  a| Specify what should be loaded at the start.
  a| Everything you initialize and attach to the `rootNode` in the `simpleInitApp()` method is part of the scene at the start of the game.
  
  |===
  
  