anchor.diff:  [source,java]
   ----
   
  -assetManager.registerLocator("http://jmonkeyengine.googlecode.com/files/wildhouse.zip", 
  -                             HttpZipLocator.class);
  +assetManager.registerLocator("https://storage.googleapis.com/"
  +    + "google-code-archive-downloads/v2/code.google.com/"
  +    + "jmonkeyengine/wildhouse.zip", HttpZipLocator.class);
   Spatial scene = assetManager.loadModel("main.scene");
   rootNode.attachChild(scene);
   
  
positive.code: 
  [IMPORTANT]
  ====
  Store textures in `assets/Textures/` before you work with them in a mesh editor! Export and save 3D model files (.mesh.xml+.material, .mtl+.obj, .blend) into the `assets/Textures/` (!) before you convert the model to binary format (.j3o)! This ensures that texture paths correctly point to the `assets/Textures` directory. +After the conversion, you move the .j3o file into the `assets/Models/` or `assets/Scenes/` directories. This way, you can reuse textures, your binaries consistently link the correct textures, and the `assets/Models` and `assets/Scenes` directories don't become cluttered.
  ====
  
  
  
negative.code: Advantages of the AssetManager:
  
  *  The paths stay the same, no matter whether the game runs on Windows, Mac, Linux, etc!
  *  The AssetManager automatically caches and optimizes the handling of OpenGL objects. +
  For example, the same textures are not uploaded to the graphics card multiple times when multiple models use them.
  *  The <<sdk/default_build_script#,default build script>> automatically bundles the contents of the `assets` directory into the executable. 
  
  Advanced users can write a custom build and packaging script, and can register custom paths to the AssetManager, but this is up to you then. 
  