anchor.diff:  *  Verify that all assets are up-to-date and converted to .j3o.
   *  Verify that your code loads the optimized .j3o files, and not the original model formats.
   *  Prepare licenses of assets that you use for inclusion. (You _did_ obtain permission to use them, right…?)
  -*  Switch off fine <<jme3/advanced/logging#,logging>> output.
  +*  Switch off fine xref:ROOT:jme3/advanced/logging.adoc[logging] output.
   *  Prepare promotional art: The most awesome screenshots (in thumbnail, square, vertical, horizontal, and fullscreen formats) and video clips. Include name, contact info, slogan, etc., so future customers can find you.
   *  Prepare a readme.txt file, or installation guide, or handbook – if applicable.
   *  Get a certificate if one is required for your distribution method (see below).
  
positive.code: = Best Practices For jME3 Developers
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  :revdate: 2017/11/26 13:30
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  Every milestone of a game development project is made up of phases: Planning, development, testing, and release. Every milestone involves updates to multi-media assets and to code.
  
negative.code: 
  As your SimpleApplication-based game grows more advanced, you find yourself putting more and more interactions in the `simpleUpdate()` loop, and your `simpleInitApp()` methods grows longer and longer. It's a best practice to move blocks of game mechanics into reusable component classes of their own. In jME3, these resuable classes are called `Controls` and `AppStates`.
  
  *  Use xref:ROOT:jme3/advanced/application_states.adoc[AppStates] to implement _global game mechanics_.
  **  Each AppState calls its own `initialize()` and `cleanup()` methods when it is attached to or detached from the game.
  **  Each AppState runs its own _thread-safe_ `update()` loop that hooks into the main `simpleUpdate()` loop.
  **  You specify what happens if an AppState is paused/unpaused.
  