anchor.diff:  
   == Special Effects
   
  -*  <<jme3/advanced/particle_emitters#,Particles: Smoke, fire, explosions, etc>>
  -*  <<jme3/advanced/effects_overview#,Post processing / 2D Filter Effects>>
  +*  xref:jme3/advanced/particle_emitters.adoc[Particles: Smoke, fire, explosions, etc]
  +*  xref:jme3/advanced/effects_overview.adoc[Post processing / 2D Filter Effects]
   **  Reflective Water
   **  Shadow mapping
   **  High Dynamic Range rendering
  
positive.code: 
  Converting to j3o:
  
  * <<sdk/model_loader_and_viewer#,SDK convert>>
  * link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter]
  
  l|.gltf, .bin, .glb, custom extensions
  
negative.code: 
  == Terrain
  
  *  xref:jme3/advanced/terrain.adoc[Geomipmapped hightmap terrain]
  *  xref:jme3/external/blender/blender_ogre_compatibility.adoc[Ogre Compatibility]
  *  xref:jme3/advanced/sky.adoc[SkyBox and SkyDome]
  *  Terrain lighting
  
  
  == GUI / HUD
  
  *  xref:jme3/advanced/hud.adoc[Orthogonal (Billboard) node]
  *  xref:jme3/advanced/nifty_gui.adoc[Nifty GUI integration]
  
  
  == Miscellaneous
  
  *  xref:jme3/advanced/application_states.adoc[Application States] and xref:jme3/advanced/custom_controls.adoc[Controls] to implement xref:jme3/advanced/update_loop.adoc[game logic]
  *  xref:jme3/advanced/cinematics.adoc[Cinematics and motion paths]
  *  xref:jme3/advanced/camera.adoc[Camera System]
  **  Normal or parallel view
  **  Multiple views
  
  *  Swing canvas (e.g. for Applets)
  *  xref:jme3/advanced/input_handling.adoc[Input handling]
  **  Mouse, keyboard, joystick
  **  xref:jme3/advanced/combo_moves.adoc[Combo moves]
  
  
  
  == Networking
  
  *  xref:jme3/advanced/networking.adoc[SpiderMonkey API]
  