anchor.diff:  ----
   
   cd build
  -java -cp "../lib/eventbus-1.4.jar:../lib/j-ogg-oggd.jar:../lib/j-ogg-vorbisd.jar:../lib/jME3-lwjgl-natives.jar:../lib/jbullet.jar:../lib/jinput.jar:../lib/lwjgl.jar:../lib/stack-alloc.jar:../lib/vecmath.jar:../lib/xmlpull-xpp3-1.1.4c.jar:../lib/jME3-blender.jar:../lib/jME3-core.jar:../lib/jME3-desktop.jar:../lib/jME3-jogg.jar:../lib/jME3-plugins.jar:../lib/jME3-terrain.jar:../lib/jME3-testdata.jar:../lib/jME3-niftygui.jar:../lib/nifty-default-controls.jar:../lib/nifty-examples.jar:../lib/nifty-style-black.jar:../lib/nifty.jar:." hello/HelloJME3
  +java -cp "../lib/eventbus.jar:../lib/j-ogg-all.jar:../lib/jme3-lwjgl.jar:../lib/jme3-bullet.jar:../lib/jinput.jar:../lib/lwjgl.jar:../lib/stack-alloc.jar:../lib/vecmath.jar:../lib/xpp3.jar:../lib/jme3-blender.jar:../lib/jme3-core.jar:../lib/jme3-desktop.jar:../lib/jme3-jogg.jar:../lib/jme3-plugins.jar:../lib/jme3-terrain.jar:../lib/jme3-testdata.jar:../lib/jme3-niftygui.jar:../lib/nifty-default-controls.jar:../lib/nifty-examples.jar:../lib/nifty-style-black.jar:../lib/nifty.jar:." mygame/HelloJME3
   ----
   
   NOTE: If you use Windows, the classpath separator is kbd:[\ ]  instead of kbd:[/].
  
positive.code: 
  ----
  
  If you have built JME3 from the sources, then the copy paths are different:
  
  [source]
  ----
  
  mkdir HelloJME3/build
  mkdir HelloJME3/lib
  cp jme3/dist/*.* HelloJME3/lib
  
  ----
  
  
  === Sample Code
  
  To test your setup, create the file `HelloJME3/src/hello/HelloJME3.java` with any text editor, paste the following sample code, and save.
  
  [source,java]
  ----
  
  package hello;
  
  import com.jme3.app.SimpleApplication;
  import com.jme3.material.Material;
  
negative.code: ifdef::env-github,env-browser[:outfilesuffix: .adoc]
  
  
  Although we recommend the jMonkeyEngine <<sdk#,SDK>> for developing JME3 games, you can use any IDE (integrated development environment) such as <<jme3/setting_up_netbeans_and_jme3#,NetBeans>> or <<jme3/setting_up_jme3_in_eclipse#,Eclipse>>, and even work freely from the command-line. Here is a generic IDE-independent "`getting started`" tutorial.
  
  
  == Installing the JME3 Framework
  
  There are many ways to install the JME framework from the command-line, but for this tutorial we will narrow it down to two, the easy way and the hard way.
  
  == Installing with Git (easy way)
  
  You can build JME3 from the sources. (Recommended for JME3 developers.) This example expects link:https://help.github.com/articles/set-up-git/[Git] to be installed on your system.
  
  [source]
  ----
  mkdir jme3
  cd jme3
  
  // if you have a rsa key configured
  git clone git@github.com:jMonkeyEngine/jmonkeyengine.git
  // or
  // if you don't, but you'll be asked for credential after the next command
  git clone https://github.com/jMonkeyEngine/jmonkeyengine.git
  //can take a while
  
  // build the engine and install it in your local maven repo.
  ./gradlew install
  
  ----
  
  TIP: What is an link:https://help.github.com/articles/adding-a-new-ssh-key-to-your-github-account/[RSA key]?
  
  The install command will install the built jars into your local maven repositories org.jmonkeyengine folder, which on Linux is ~/.m2, and on Windows might be in AppData, or in your home directory.
  
  To use the engine in a game project, you can use link:https://hub.jmonkeyengine.org/t/bootmonkey-bootstrap-your-jme-project/37141[bootmonkey] or clone a template project from GitHub.
  
  To use the template, first create a folder for your project:
  
  [source]
  ----
  cd ..
  mkdir HelloJME3
  cd HelloJME3
  ----
  
  Next, clone one of these templates:
  
  *  link:https://github.com/Simsilica/Examples/tree/master/simple-jme[Simsilica/Examples]
  *  link:https://github.com/Nehon/base-jme[Nehon/base-jme]
  
  After cloning, open the `build.gradle` file and uncomment the local maven repository, change the version variable, and uncomment any dependencies you will need:
  
  [source]
  ----
  repositories {
      //This is where jme3 dependencies are stored.
      jcenter()
  
      //Uncomment this if you install local dependencies.
      mavenLocal()
  
      //Uncomment this if you use external dependencies
      //mavenCentral()
  
      //Uncomment this if you use jme3-niftygui
      //maven{url 'http://nifty-gui.sourceforge.net/nifty-maven-repo'}
  
  }
  
  ext.jmeVersion = "[3.2,)"
  
  ...
  
  dependencies {
  
      compile "org.jmonkeyengine:jme3-core:$jmeVersion"
      compile "org.jmonkeyengine:jme3-desktop:$jmeVersion"
      compile "org.jmonkeyengine:jme3-lwjgl:$jmeVersion"
  
      //Those are jme3 additional library uncomment the ones you need
      //compile "org.jmonkeyengine:jme3-android-native:$jmeVersion"
      //compile "org.jmonkeyengine:jme3-android:$jmeVersion"
      //compile "org.jmonkeyengine:jme3-bullet-native-android:$jmeVersion"
      //compile "org.jmonkeyengine:jme3-blender:$jmeVersion"
      //compile "org.jmonkeyengine:jme3-bullet-native:$jmeVersion"
      //compile "org.jmonkeyengine:jme3-bullet:$jmeVersion"
      //compile "org.jmonkeyengine:jme3-effects:$jmeVersion"
      //compile "org.jmonkeyengine:jme3-jogg:$jmeVersion"
      //compile "org.jmonkeyengine:jme3-jogl:$jmeVersion"
      //compile "org.jmonkeyengine:jme3-lwjgl3:$jmeVersion"
      //compile "org.jmonkeyengine:jme3-networking:$jmeVersion"
      //compile "org.jmonkeyengine:jme3-plugins:$jmeVersion"
      //compile "org.jmonkeyengine:jme3-terrain:$jmeVersion"
  
      //You need to uncomment nifty repository in the repositories section if you use this dependency
      //compile "org.jmonkeyengine:jme3-niftygui:$jmeVersion"
  
      runtime project(':assets')
  }
  ...
  
  ----
  
  For a detailed description of the separate jar files see <<jme3/jme3_source_structure#structure_of_jmonkeyengine3_jars,this list>>.
  
  Thats it, you're done. After the clone you will have a project that contains a source package with a default blue cube JME3 app and a subproject that has the proper asset directory structure for your assets.
  
  Build and run your project and you should see a blue cube.
  
  
  == Manual Download (hard way)
  
  
  This example shows how to set up and run a simple application (HelloJME3) that depends on the jMonkeyEngine3 libraries.
  
  