anchor.diff:  .  Can you make a cube that changes color? (change and set the Material)
   .  Can you make a rolling cube? (rotate around the x axis, and translate along the z axis)
   
  -Look back at the <<jme3/beginner/hello_node#,Hello Node>> tutorial if you do not remember the transformation methods for scaling, translating, and rotating.
  +Look back at the xref:beginner/hello_node.adoc[Hello Node] tutorial if you do not remember the transformation methods for scaling, translating, and rotating.
   
   
   [IMPORTANT]
   ====
  -Link to user-proposed solutions: <<jme3/beginner/solutions#,Some proposed solutions>> +
  +Link to user-proposed solutions: xref:beginner/solutions.adoc[Some proposed solutions] +
   +++<u>Be sure to try to solve them for yourself first!</u>+++
   ====
   
  
positive.code: 
  Now you are listening to the update loop, the "`heartbeat`" of the game, and you can add all kinds of action to it.
  
  The next thing the game needs is some __inter__action! Continue learning how to <<jme3/beginner/hello_input_system#,respond to user input>>.
  
  '''
  
  See also:
  
  *  Advanced jME3 developers use <<jme3/advanced/application_states#,Application States>> and <<jme3/advanced/custom_controls#,Custom Controls>> to implement game mechanics in their update loops. You will come across these topics again later when you proceed to more advanced documentation.
  
negative.code: ====
  Everything in a game happens either during initialization, or during the update loop. This means that these two methods grow very long over time. Follwo these two strategies to spread out init and update code over several modular Java classes:
  
  *  Move code blocks from the simpleInitApp() method to xref:ROOT:jme3/advanced/application_states.adoc[AppStates].
  *  Move code blocks from the simpleUpdate() method to xref:ROOT:jme3/advanced/custom_controls.adoc[Custom Controls].
  
  Keep this in mind for later when your application grows.
  
  