anchor.diff:  
   Example: A burning meteorite Geometry slerps from "`position p1, rotation r1, scale s1`" in the sky down to "`p2, r2, s2`" into a crater.
   
  -<<jme3/math#,Learn more about 3D maths here.>>
  +xref:intermediate/math.adoc[Learn more about 3D maths here.]
   
   
   == Game Developer Jargon
  
positive.code: 
  You create a Cube Map to represent your environment; Sphere Maps are also possible, but often look distorted. Basically you give the environment map a set of images showing a "`360°`" view of the background scene – very similar to a skybox. The renderer maps the environment on the texture of the reflective surface, which results in an acceptable "`glass/mirror/water`" effect. Just like a skybox, the reflection map is static, so dynamic things (such as the player walking) are not part of the reflection. (!)
  
  See also: <<jme3/advanced/water#,Water>>.
  
  
  === MIP Map Texture
  
negative.code: = 3D Game Development Terminology
  :revnumber: 3.0
  :revdate: 2020/07/13
  
  
  Before you start, make certain you are familiar with the following concepts and terminology.
  