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Travis build 12 pushed to gh-pages at 724fdcd

Travis 9 years ago
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commit
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100 changed files with 1224 additions and 146 deletions
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 <p>The beginner tutorials demonstrate the most common use cases and explain basic concepts. We encourage you to run the sample codes and experiment with them. <a href="https://github.com/jMonkeyEngine/jmonkeyengine/tree/master/jme3-examples/src/main/java/jme3test">All example code</a> is included in the jMonkeyEngine SDK: Simply create a new project from the <code>JmeTests</code> template. To start writing your own projects, create a new file from the <code>BasicGame</code> template.</p>
 <p>The beginner tutorials demonstrate the most common use cases and explain basic concepts. We encourage you to run the sample codes and experiment with them. <a href="https://github.com/jMonkeyEngine/jmonkeyengine/tree/master/jme3-examples/src/main/java/jme3test">All example code</a> is included in the jMonkeyEngine SDK: Simply create a new project from the <code>JmeTests</code> template. To start writing your own projects, create a new file from the <code>BasicGame</code> template.</p>
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-<p><strong>Press F1</strong><a href="sdk.html">jMonkeyEngine SDK</a><a href="https://github.com/jMonkeyEngine/jmonkeyengine">latest development version</a></p>
+<p><strong>Press F1</strong> in the <a href="sdk.html">jMonkeyEngine SDK</a> to browse and search a copy of this wiki&#8217;s contents while coding. The help documents in the SDK always match the version that you currently use. The wiki is updated for the <a href="https://github.com/jMonkeyEngine/jmonkeyengine">latest development version</a> of jME3.</p>
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jme3/advanced/application_states.html

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-<p><abbr title="Graphical User Interface">GUI</abbr><abbr title="Graphical User Interface">GUI</abbr></p>
+<p>Tip: AppStates are extremely handy to swap out, or pause/unpause whole sets of other AppStates. For example, an InGameState (loads in-game <abbr title="Graphical User Interface">GUI</abbr>, activates click-to-shoot input mappings, inits game content, starts game loop) versus MainScreenState (stops game loop, saves and detaches game content, switches to menu screen <abbr title="Graphical User Interface">GUI</abbr>, switches to click-to-select input mappings).</p>
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 <h1 id="this-demo-is-out-of-date-and-needs-correcting-for-now-please-see" class="sect0">THIS DEMO IS OUT OF DATE AND NEEDS CORRECTING FOR NOW PLEASE SEE</h1>
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jme3/advanced/asset_manager.html

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-<p><code>assets``assets</code></p>
+<p>In Java projects created with the jMonkeyEngine SDK, an <code>assets</code> folder is created by default in your project directory. If you are using any other IDE, or the command line, you simply create an <code>assets</code> directory manually (see the Codeless Project tip below).</p>
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 <p>This is our recommended directory structure for storing assets:</p>
 <p>This is our recommended directory structure for storing assets:</p>
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 <p>These subdirectories are just the most common examples.</p>
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-<p><code>assets</code></p>
+<p>You can rename/delete/add (sub)directories inside the <code>assets</code> directory in any way you like. Note however that there is no automatic refactoring for asset paths in the SDK, so if you modify them late in the development process, you have to refactor all paths manually.</p>
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 <p><strong>Examples:</strong> You can rename <code>assets/Sounds</code> to <code>assets/Audio</code>, you can delete <code>assets/MatDefs</code> if you don&#8217;t use it, you can create <code>assets/AIscripts</code>, etc. You can rename/move the <code>assets/Textures</code> directory or its subdirectories, but then you have to re-export all models, and re-convert them all to .j3o, so plan ahead!</p>
 <p><strong>Examples:</strong> You can rename <code>assets/Sounds</code> to <code>assets/Audio</code>, you can delete <code>assets/MatDefs</code> if you don&#8217;t use it, you can create <code>assets/AIscripts</code>, etc. You can rename/move the <code>assets/Textures</code> directory or its subdirectories, but then you have to re-export all models, and re-convert them all to .j3o, so plan ahead!</p>
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-<p><code>assets/Textures/<code>assets/Textures/</code>assets/Textures</code>+
-<code>assets/Models/<code>assets/Scenes/</code>assets/Models``assets/Scenes</code></p>
+<p>Store textures in <code>assets/Textures/</code> before you work with them in a mesh editor! Export and save 3D model files (.mesh.xml+.material, .mtl+.obj, .blend) into the <code>assets/Textures/</code> (!) before you convert the model to binary format (.j3o)! This ensures that texture paths correctly point to the <code>assets/Textures</code> directory.<br>
+After the conversion, you move the .j3o file into the <code>assets/Models/</code> or <code>assets/Scenes/</code> directories. This way, you can reuse textures, your binaries consistently link the correct textures, and the <code>assets/Models</code> and <code>assets/Scenes</code> directories don&#8217;t become cluttered.</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 </div>
 </div>
 </div>
 </div>
@@ -704,8 +737,19 @@ rootNode.attachChild(scene);</code></pre>
 <div class="paragraph">
 <div class="paragraph">
 <p>jME3 also offers a ClasspathLocator, ZipLocator, FileLocator, HttpZipLocator, and UrlLocator (see <code>com.jme3.asset.plugins</code>).</p>
 <p>jME3 also offers a ClasspathLocator, ZipLocator, FileLocator, HttpZipLocator, and UrlLocator (see <code>com.jme3.asset.plugins</code>).</p>
 </div>
 </div>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p>“</p>
+<p>The custom build script does not automatically include all ZIP files in the executable build. See “Cannot Locate Resource solution below.</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 </div>
 </div>
 </div>
 </div>
@@ -836,8 +880,19 @@ java.lang.NullPointerException</code></pre>
 <div class="paragraph">
 <div class="paragraph">
 <p>This ensures that the model&#8217;s Texture paths keep working between your 3D mesh editor and JME3.</p>
 <p>This ensures that the model&#8217;s Texture paths keep working between your 3D mesh editor and JME3.</p>
 </div>
 </div>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><a href="../../sdk/default_build_script.html">default build script</a></p>
+<p>If you must load custom assets from a non-.j3o ZIP file, you must manually ammend the <a href="../../sdk/default_build_script.html">default build script</a> to copy ZIP files into your distribution. ZIPs are skipped by default.</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 </div>
 </div>
 </div>
 </div>
@@ -880,8 +935,33 @@ Convert assets as described above.</p>
 </li>
 </li>
 </ol>
 </ol>
 </div>
 </div>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><a href="../../jme3/advanced/save_and_load.html">BinaryExporter</a></p>
+<p>If you don&#8217;t use the SDK for some reason, you can still convert models to j3o format: Load any model in Ogre3D or Wavefront format with the AssetManager.loadModel() as a spatial. Then save the spatial as j3o file using <a href="../../jme3/advanced/save_and_load.html">BinaryExporter</a>.</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Use file version control and let team members check out the project. Your developers open the project in Eclipse (etc) as they are used to. Additionally to their graphic tools, ask your graphic designers to install the jMonkeyEngine SDK, and to check out the codeless project that you just prepared. This makes it easy for non-coding team member to browse and preview game assets, to arrange scenes, and to convert files. At the same time, non-coders don&#8217;t accidentally mess with code, and developers don&#8217;t accidentally mess with assets. :)</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 </div>
 </div>
 </div>
 </div>
@@ -889,7 +969,7 @@ Convert assets as described above.</p>
 <div id="footer">
 <div id="footer">
 <div id="footer-text">
 <div id="footer-text">
 Version <br>
 Version <br>
-Last updated 2016-06-05 15:58:32 UTC
+Last updated 2016-06-06 21:14:31 UTC
 </div>
 </div>
 </div>
 </div>
 </body>
 </body>

+ 43 - 5
jme3/advanced/atom_framework.html

@@ -548,8 +548,19 @@ table.CodeRay td.code>pre{padding:0}
 <div class="paragraph">
 <div class="paragraph">
 <p><strong>Atom</strong> framework which on top of JME3 and have some features like AI, Scripting, Database, VirtualReallity, Trigger, Multiplayer…(more below)  to make developing game process in JME3 much more easier!</p>
 <p><strong>Atom</strong> framework which on top of JME3 and have some features like AI, Scripting, Database, VirtualReallity, Trigger, Multiplayer…(more below)  to make developing game process in JME3 much more easier!</p>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><a href="../../jme3/atomixtuts.html">atomixtuts</a></p>
+<p>Go to the Atomix Game making tutorials. <a href="../../jme3/atomixtuts.html">atomixtuts</a></p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 <div class="sect2">
 <div class="sect2">
 <h3 id="open-source">Open Source</h3>
 <h3 id="open-source">Open Source</h3>
@@ -772,6 +783,9 @@ table.CodeRay td.code>pre{padding:0}
 <div class="paragraph">
 <div class="paragraph">
 <p>Here are its architecture and components.</p>
 <p>Here are its architecture and components.</p>
 </div>
 </div>
+<div class="paragraph">
+<p>iframe:http://bubbl.us/view/1860d6/2fd77c/15vOUTXerN5GQ/[width="800px", height="400px", alt="", scroll="true",border="true",align="false"]</p>
+</div>
 <div class="sect3">
 <div class="sect3">
 <h4 id="atom-core-libraries">Atom Core Libraries</h4>
 <h4 id="atom-core-libraries">Atom Core Libraries</h4>
 <div class="ulist">
 <div class="ulist">
@@ -1050,12 +1064,36 @@ table.CodeRay td.code>pre{padding:0}
 </ul>
 </ul>
 </div>
 </div>
 <div class="paragraph">
 <div class="paragraph">
-<p>( I will add them later :p please forgive if I can&#8217;t remember your name immediately )
-…</p>
-</div>
+<p>( I will add them later :p please forgive if I can&#8217;t remember your name immediately )</p>
+</div>
+<div class="admonitionblock warning">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-warning" title="Warning"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Hundred of opensource projects…Nail it</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
 <p><em>I want to thank all of you for you great great great contributions, help me and my friends here to start learning game programming and doing our own game. Salute! My job is to glue the those great gems together, (pretty time consuming job) :</em></p>
 <p><em>I want to thank all of you for you great great great contributions, help me and my friends here to start learning game programming and doing our own game. Salute! My job is to glue the those great gems together, (pretty time consuming job) :</em></p>
 </div>
 </div>
+</td>
+</tr>
+</table>
+</div>
 <div class="paragraph">
 <div class="paragraph">
 <p>As the spliting above, then I will make two different topic to keep them separate, the Atom framework and the Series of game making.</p>
 <p>As the spliting above, then I will make two different topic to keep them separate, the Atom framework and the Series of game making.</p>
 </div>
 </div>
@@ -1072,7 +1110,7 @@ table.CodeRay td.code>pre{padding:0}
 <div id="footer">
 <div id="footer">
 <div id="footer-text">
 <div id="footer-text">
 Version <br>
 Version <br>
-Last updated 2016-06-05 15:58:32 UTC
+Last updated 2016-06-06 21:14:31 UTC
 </div>
 </div>
 </div>
 </div>
 </body>
 </body>

+ 44 - 2
jme3/advanced/atom_framework/ai.html

@@ -629,8 +629,19 @@ More questions ? Not convinced yet? Go to <a href="#faq">FAQ</a></p>
 <div class="paragraph">
 <div class="paragraph">
 <p>This Atom AI framework are more or less a “framework to bring AI to jME3 game (also means real-time application)!</p>
 <p>This Atom AI framework are more or less a “framework to bring AI to jME3 game (also means real-time application)!</p>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><a href="../../../jme3/advanced/atom_framework/ai/researches.html">researches</a></p>
+<p>Here is my picked list of <a href="../../../jme3/advanced/atom_framework/ai/researches.html">researches</a> and articles you can read in AI field (game and none-game)</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 </div>
 </div>
 <div class="sect2">
 <div class="sect2">
@@ -669,6 +680,34 @@ More questions ? Not convinced yet? Go to <a href="#faq">FAQ</a></p>
 <div class="paragraph">
 <div class="paragraph">
 <p>(E) means use| depend on external libs</p>
 <p>(E) means use| depend on external libs</p>
 </div>
 </div>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Note that: despite of the fact, the lib has a lot of dependencies, the author always try have simple fallback - homegrown implemention.  Of course, support a fewer use cases, mainly for specific game genres, but it&#8217;s better than nothing, that&#8217;s the bright side</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Read alternatives and searches if you want to go further than Atom!</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="sect3">
 <div class="sect3">
 <h4 id="framework">Framework</h4>
 <h4 id="framework">Framework</h4>
 <div class="ulist">
 <div class="ulist">
@@ -895,6 +934,9 @@ More questions ? Not convinced yet? Go to <a href="#faq">FAQ</a></p>
 <div class="paragraph">
 <div class="paragraph">
 <p>Here are its <a href="../../../jme3/advanced/atom_framework/ai/architecture/architecture.html">Architecture</a> and <a href="../../../jme3/advanced/atom_framework/ai/components/components.html">Components</a>.</p>
 <p>Here are its <a href="../../../jme3/advanced/atom_framework/ai/architecture/architecture.html">Architecture</a> and <a href="../../../jme3/advanced/atom_framework/ai/components/components.html">Components</a>.</p>
 </div>
 </div>
+<div class="paragraph">
+<p>iframe:http://bubbl.us/view/1860d6/2fd76d/15vmlQSf.3GMg/[width="98%", height="400px", alt="600px,600px", scroll="true",border="true",align="false"]</p>
+</div>
 </div>
 </div>
 <div class="sect2">
 <div class="sect2">
 <h3 id="vision">Vision</h3>
 <h3 id="vision">Vision</h3>
@@ -1036,7 +1078,7 @@ As category</p>
 <div id="footer">
 <div id="footer">
 <div id="footer-text">
 <div id="footer-text">
 Version <br>
 Version <br>
-Last updated 2016-06-05 15:58:32 UTC
+Last updated 2016-06-06 21:14:31 UTC
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 </div>
 </div>
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 </body>

+ 15 - 1
jme3/advanced/atom_framework/ai/architecture.html

@@ -586,6 +586,20 @@ table.CodeRay td.code>pre{padding:0}
 <div class="paragraph">
 <div class="paragraph">
 <p>Logging</p>
 <p>Logging</p>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Javolution, Guava, Guice, Commons Lang, BeanUtils, Math, Logging are a complete sets of libraries for Real-time applications with testable, logable capacities, fullfill each other and has just a little bit overlaps. You can setup them easily via Maven or gradle with JME3.</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 </div>
 </div>
 <div class="sect4">
 <div class="sect4">
 <h5 id="xxl">XXL</h5>
 <h5 id="xxl">XXL</h5>
@@ -688,7 +702,7 @@ table.CodeRay td.code>pre{padding:0}
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 <div id="footer">
 <div id="footer-text">
 <div id="footer-text">
 Version <br>
 Version <br>
-Last updated 2016-06-05 15:58:32 UTC
+Last updated 2016-06-06 21:14:31 UTC
 </div>
 </div>
 </div>
 </div>
 </body>
 </body>

+ 1 - 1
jme3/advanced/atom_framework/atom2d.html

@@ -577,7 +577,7 @@ table.CodeRay td.code>pre{padding:0}
 <div id="footer">
 <div id="footer">
 <div id="footer-text">
 <div id="footer-text">
 Version <br>
 Version <br>
-Last updated 2016-06-05 15:58:32 UTC
+Last updated 2016-06-06 21:14:31 UTC
 </div>
 </div>
 </div>
 </div>
 </body>
 </body>

+ 1 - 1
jme3/advanced/atom_framework/atom2deditor.html

@@ -544,7 +544,7 @@ LightTable: <a href="http://www.lighttable.com/">http://www.lighttable.com/</a><
 <div id="footer">
 <div id="footer">
 <div id="footer-text">
 <div id="footer-text">
 Version <br>
 Version <br>
-Last updated 2016-06-05 15:58:32 UTC
+Last updated 2016-06-06 21:14:31 UTC
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 </div>
 </body>
 </body>

+ 1 - 1
jme3/advanced/atom_framework/atomanim.html

@@ -535,7 +535,7 @@ table.CodeRay td.code>pre{padding:0}
 <div id="footer">
 <div id="footer">
 <div id="footer-text">
 <div id="footer-text">
 Version <br>
 Version <br>
-Last updated 2016-06-05 15:58:32 UTC
+Last updated 2016-06-06 21:14:31 UTC
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 </div>
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 </div>
 </body>
 </body>

+ 43 - 1
jme3/advanced/atom_framework/atomcore.html

@@ -703,6 +703,20 @@ table.CodeRay td.code>pre{padding:0}
 </div>
 </div>
 <div class="sect4">
 <div class="sect4">
 <h5 id="around-bean">Around Bean</h5>
 <h5 id="around-bean">Around Bean</h5>
+<div class="admonitionblock note">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-note" title="Note"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>This is so important to mention that every techs Atom framework are around Bean/ POJO technologies.</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="paragraph">
 <div class="paragraph">
 <p>In <a href="../../../jme3/advanced/atom_framework/atomcore/beans.html">AtomCore Bean</a> are leverage in a few ways:</p>
 <p>In <a href="../../../jme3/advanced/atom_framework/atomcore/beans.html">AtomCore Bean</a> are leverage in a few ways:</p>
 </div>
 </div>
@@ -873,6 +887,20 @@ table.CodeRay td.code>pre{padding:0}
 </div>
 </div>
 <div class="sect4">
 <div class="sect4">
 <h5 id="component-base-solution">Component base solution</h5>
 <h5 id="component-base-solution">Component base solution</h5>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>We (forum members) and game devs all over the world also have controversial conversations, debates and judgments about it. But I have to admit its an undeniable trend game maker all head into in the next decade as the revolution of GPU, CPU employ data oriented approach and batch processing a lot.</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="paragraph">
 <div class="paragraph">
 <p>You can read about Component base solutions and architecture here:</p>
 <p>You can read about Component base solutions and architecture here:</p>
 </div>
 </div>
@@ -1261,6 +1289,20 @@ table.CodeRay td.code>pre{padding:0}
 <div class="paragraph">
 <div class="paragraph">
 <p>Collections of userful utilities and datastructures, algorimths here and there.</p>
 <p>Collections of userful utilities and datastructures, algorimths here and there.</p>
 </div>
 </div>
+<div class="admonitionblock warning">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-warning" title="Warning"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Note: This package contains a lot of stuff borrowed from libraries and should be clean up. Do not rely too much in this library!</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 </div>
 </div>
 <div class="sect3">
 <div class="sect3">
 <h4 id="sg-atom-world">sg.atom.world</h4>
 <h4 id="sg-atom-world">sg.atom.world</h4>
@@ -1321,7 +1363,7 @@ table.CodeRay td.code>pre{padding:0}
 <div id="footer">
 <div id="footer">
 <div id="footer-text">
 <div id="footer-text">
 Version <br>
 Version <br>
-Last updated 2016-06-05 15:58:32 UTC
+Last updated 2016-06-06 21:14:31 UTC
 </div>
 </div>
 </div>
 </div>
 </body>
 </body>

+ 1 - 1
jme3/advanced/atom_framework/atomcore/actor.html

@@ -562,7 +562,7 @@ table.CodeRay td.code>pre{padding:0}
 <div id="footer">
 <div id="footer">
 <div id="footer-text">
 <div id="footer-text">
 Version <br>
 Version <br>
-Last updated 2016-06-05 15:58:32 UTC
+Last updated 2016-06-06 21:14:31 UTC
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 </div>
 </body>
 </body>

+ 39 - 3
jme3/advanced/atom_framework/atomcore/algorithms.html

@@ -772,8 +772,19 @@ Support algorithms by purposes</p>
 <div class="paragraph">
 <div class="paragraph">
 <p>This mean the context of computing is affect the algorithms, lead the algorithm to context-depend. So is it conflict with the definition of algorithm and wrong? Well, in real-life, some algorithms actually work upon a data structure and context, if not to say all of them. The abstraction and agnostic of algorithm is limit but higher than data structure, it just depend in the “context of computing but work in various data structure, even a new one. It&#8217;s also better than normal datastructure in this “loop situation. You may experience the situation that datastructure implementation may cause infinite loop with them self or others. At least algorithms try to prevent that…</p>
 <p>This mean the context of computing is affect the algorithms, lead the algorithm to context-depend. So is it conflict with the definition of algorithm and wrong? Well, in real-life, some algorithms actually work upon a data structure and context, if not to say all of them. The abstraction and agnostic of algorithm is limit but higher than data structure, it just depend in the “context of computing but work in various data structure, even a new one. It&#8217;s also better than normal datastructure in this “loop situation. You may experience the situation that datastructure implementation may cause infinite loop with them self or others. At least algorithms try to prevent that…</p>
 </div>
 </div>
+<div class="admonitionblock warning">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-warning" title="Warning"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><strong>Note:</strong>…</p>
+<p><strong>Note:</strong> Actually when the situation happen, there is a way to stop the whole!… but not a clean way to set a flag, clear the flag and continue again, because the next time, the progress can not distingish between the normal processing and the invalid one. At least not a simple way without Tranactional Memeory Model.</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 <div class="paragraph">
 <div class="paragraph">
 <p>In development mode, with AtomAA , the programmer will be notified and the progress will stop. A monitoring framework can also help. The determistic of the algorithms over arbitrary data (in real-life) is also quite a challange problem. That&#8217;s also a caveat in AtomAA its self.</p>
 <p>In development mode, with AtomAA , the programmer will be notified and the progress will stop. A monitoring framework can also help. The determistic of the algorithms over arbitrary data (in real-life) is also quite a challange problem. That&#8217;s also a caveat in AtomAA its self.</p>
@@ -784,8 +795,19 @@ Support algorithms by purposes</p>
 <div class="sect1">
 <div class="sect1">
 <h2 id="implementation-details">Implementation details</h2>
 <h2 id="implementation-details">Implementation details</h2>
 <div class="sectionbody">
 <div class="sectionbody">
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><strong>[JavaAA]</strong></p>
+<p>The <strong>[JavaAA]</strong> (Java Atom Algorithms) tags mark what this package support.</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 <div class="sect2">
 <div class="sect2">
 <h3 id="allocation">Allocation</h3>
 <h3 id="allocation">Allocation</h3>
@@ -1230,6 +1252,20 @@ ForwardTrack, BackwardTrack, Flow (TotalCostTrack-SingleStepCostTrack), FlowCapa
 <div class="paragraph">
 <div class="paragraph">
 <p>This small library can be used in a wide range of applications especially games and simulations.</p>
 <p>This small library can be used in a wide range of applications especially games and simulations.</p>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Don&#8217;t limit your imagination</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="paragraph">
 <div class="paragraph">
 <p><a href="http://en.wikipedia.org/wiki/Algorithmic_game_theory">http://en.wikipedia.org/wiki/Algorithmic_game_theory</a></p>
 <p><a href="http://en.wikipedia.org/wiki/Algorithmic_game_theory">http://en.wikipedia.org/wiki/Algorithmic_game_theory</a></p>
 </div>
 </div>
@@ -1284,7 +1320,7 @@ ForwardTrack, BackwardTrack, Flow (TotalCostTrack-SingleStepCostTrack), FlowCapa
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jme3/advanced/atom_framework/atomcore/beans.html

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jme3/advanced/atom_framework/atomcore/cinematic.html

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jme3/advanced/atom_framework/atomcore/config.html

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jme3/advanced/atom_framework/atomcore/cycle.html

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 <p>A serial of Tasks can also form atribinary routines ( non-cycle) and be coordinated together via Data they exchange.</p>
 <p>A serial of Tasks can also form atribinary routines ( non-cycle) and be coordinated together via Data they exchange.</p>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Goto AtomPar for more concurrent/ paralell concepts and advices</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 </div>
 </div>
 </div>
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 <p>The fault torrent architecture of AtomEx make sure some sercurity and transactional problems are shielded. AtomDust in another hand focus in highly loose mobile devices and atribinay short range connections. Those carefully design systems for usecases actually make Atom suitable even without a real Cycle.</p>
 <p>The fault torrent architecture of AtomEx make sure some sercurity and transactional problems are shielded. AtomDust in another hand focus in highly loose mobile devices and atribinay short range connections. Those carefully design systems for usecases actually make Atom suitable even without a real Cycle.</p>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Read more about AtomEx for Cloud scale and AtomDust of Mobile scale.</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 </div>
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jme3/advanced/atom_framework/atomcore/entitysystem.html

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 <p>link:http://hub.jmonkeyengine.org/wiki/doku.php/jme3:contributions:entitysy\$http://hub.jmonkeyengine.org/wiki/doku.php/jme3:contributions:entitysystem:detailed\$</p>
 </div>
 </div>
+<div class="paragraph">
+<p>iframe:https://docs.google.com/presentation/d/1R5ovJi67i9ml6zAcmQPlSe9ZNem1Fuo14hoJZi3iRaY/embed?start=false&amp;loop=false&amp;delayms=3000[width="100%", height="600px", alt="", scroll="true",border="true",align="false"]</p>
+</div>
 </div>
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jme3/advanced/atom_framework/atomcore/event.html

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jme3/advanced/atom_framework/atomcore/net.html

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 <h3 id="concepts-papers">Concepts &amp; Papers</h3>
 <h3 id="concepts-papers">Concepts &amp; Papers</h3>
+<div class="paragraph">
+<p>iframe:https://docs.google.com/presentation/d/1YxUR8fCc115rkokROZb3GVq1J1vRGnGSlwlu6Q_SB48/embed?start=false&amp;loop=false&amp;delayms=3000[width="100%", height="600px", alt="", scroll="true",border="true",align="false"]</p>
+</div>
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jme3/advanced/atom_framework/atomcore/world.html

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jme3/advanced/atom_framework/atomeditor.html

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jme3/advanced/atom_framework/atomex.html

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 <p><strong>Hi Monkeys,</strong>
 <p><strong>Hi Monkeys,</strong>
 <strong>Atom Ex</strong> framework helps you biggest steps to make your applications scale to web and distributed computing!</p>
 <strong>Atom Ex</strong> framework helps you biggest steps to make your applications scale to web and distributed computing!</p>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>It&#8217;s one of my long-term research, result of more than 6 years of research and 2 years of studying and coding</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="sect2">
 <div class="sect2">
 <h3 id="idea-buzz">Idea &amp; Buzz</h3>
 <h3 id="idea-buzz">Idea &amp; Buzz</h3>
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@@ -614,8 +628,19 @@ table.CodeRay td.code>pre{padding:0}
 
 
 </blockquote>
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+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><a href="http://github.com/sgmedia/jme-renderfarm-lite">http://github.com/sgmedia/jme-renderfarm-lite</a><a href="http://github.com/sgmedia/jme-1000loc-mmorpg">http://github.com/sgmedia/jme-1000loc-mmorpg</a></p>
+<p>Go try JMERenderFarmLite <a href="http://github.com/sgmedia/jme-renderfarm-lite">http://github.com/sgmedia/jme-renderfarm-lite</a> and 1000MMORPG <a href="http://github.com/sgmedia/jme-1000loc-mmorpg">http://github.com/sgmedia/jme-1000loc-mmorpg</a> on github</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 <div class="paragraph">
 <div class="paragraph">
 <p>The most attractive and impressive part is this is not a “config hell framework, somehow Spring-like mechaism, but Convention over configuration…</p>
 <p>The most attractive and impressive part is this is not a “config hell framework, somehow Spring-like mechaism, but Convention over configuration…</p>
@@ -791,8 +816,19 @@ Atom Ex Core highlights:</p>
 </div>
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 <div class="sect2">
 <div class="sect2">
 <h3 id="other-open-source-dependencies">Other open-source dependencies</h3>
 <h3 id="other-open-source-dependencies">Other open-source dependencies</h3>
+<div class="admonitionblock warning">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-warning" title="Warning"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p>…</p>
+<p>Hundred of opensource projects…Nail it</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 <div class="paragraph">
 <div class="paragraph">
 <p><a href="../../../jme3/atomixtuts.html">Atomix Series of game making</a></p>
 <p><a href="../../../jme3/atomixtuts.html">Atomix Series of game making</a></p>
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jme3/advanced/atom_framework/atomexasset.html

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 <p>In real world, converting-processing data and assets also require amount of times, efforts and cause headaches, almost comparable to making data and assets.</p>
 <p>In real world, converting-processing data and assets also require amount of times, efforts and cause headaches, almost comparable to making data and assets.</p>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Some of the problems and solutions here can also be applied to other situation and usecaces</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="sect3">
 <div class="sect3">
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 <h3 id="slides">Slides</h3>
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-
+<div class="paragraph">
+<p>iframe:https://docs.google.com/presentation/d/1gvh00FBoSYgvryw7Czbcjxrt5TmlK12P14QRdjKo4NA/embed?start=false&amp;loop=false&amp;delayms=3000[width="100%", height="600px", alt="", scroll="true",border="true",align="false"]</p>
+</div>
 </div>
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 <div class="sect2">
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@@ -804,8 +820,19 @@ table.CodeRay td.code>pre{padding:0}
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 <p>You can see the Atom&#8217;s asset pipeline as a replacement of the official one. In fact, you can also let them work together seamlessly because Atom pipeline just bypass JME3&#8217;s assetManager in a few special case.</p>
 <p>You can see the Atom&#8217;s asset pipeline as a replacement of the official one. In fact, you can also let them work together seamlessly because Atom pipeline just bypass JME3&#8217;s assetManager in a few special case.</p>
 </div>
 </div>
+<div class="admonitionblock warning">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-warning" title="Warning"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p>“</p>
+<p>Remember Atom&#8217;s asset pipeline is better for “not-well formed assets. In normal situation, you can use JME3&#8217;s asset without a doubt!</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 <div class="paragraph">
 <div class="paragraph">
 <p>Way1 - Atom over JME3: Put assetManager under an entry point, let call it “SEP - StaticEntryPoint.</p>
 <p>Way1 - Atom over JME3: Put assetManager under an entry point, let call it “SEP - StaticEntryPoint.</p>
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jme3/advanced/atom_framework/atomscripting.html

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 <h4 id="need-of-powerful-scripting-system">NEED OF POWERFUL SCRIPTING SYSTEM</h4>
-
+<div class="paragraph">
+<p>iframe:https://docs.google.com/presentation/d/1Kc1ehI1qLbtEGe-6-q8NikY7Q77A6jvozDaX94BqX0g/embed?start=false&amp;loop=false&amp;delayms=3000[width="100%", height="600px", alt="", scroll="true",border="true",align="false"]</p>
+</div>
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jme3/advanced/atom_framework/cc.html

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 <div class="paragraph">
 <p>This is an introduction of Character customization tool of Atom framework</p>
 <p>This is an introduction of Character customization tool of Atom framework</p>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><a href="../../../jme3/advanced/atom_framework/quickstart.html">quickstart</a></p>
+<p>Go to <a href="../../../jme3/advanced/atom_framework/quickstart.html">quickstart</a> if you on a rush!</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 <div class="sect2">
 <div class="sect2">
 <h3 id="ideas-features">Ideas &amp; Features</h3>
 <h3 id="ideas-features">Ideas &amp; Features</h3>
@@ -603,8 +614,33 @@ table.CodeRay td.code>pre{padding:0}
 </li>
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+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Go to alternatives and researches if you want to go further than Atom!</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><a href="../../../jme3/atomixtuts/kickgame/cc.html">cc</a></p>
+<p>Try some example in Football game&#8217;s character cusomization <a href="../../../jme3/atomixtuts/kickgame/cc.html">cc</a></p>
+</div>
+</td>
+</tr>
+</table>
 </div>
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 <div class="paragraph">
 <div class="paragraph">
 <p><a href="http://metawidget.sourceforge.net/elevator.php">http://metawidget.sourceforge.net/elevator.php</a></p>
 <p><a href="http://metawidget.sourceforge.net/elevator.php">http://metawidget.sourceforge.net/elevator.php</a></p>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p>“</p>
+<p>MORAL: Object has “similar semantic with its UI. A thing has conceptal similarties with its representation, if there is a projection from it to the representation.</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 </div>
 </div>
 <div class="sect2">
 <div class="sect2">
@@ -722,6 +733,20 @@ table.CodeRay td.code>pre{padding:0}
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 <p><a href="http://wiki.eclipse.org/index.php/EMF/FAQ">http://wiki.eclipse.org/index.php/EMF/FAQ</a></p>
 <p><a href="http://wiki.eclipse.org/index.php/EMF/FAQ">http://wiki.eclipse.org/index.php/EMF/FAQ</a></p>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>MORAL:</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 </div>
 </div>
 <div class="sect2">
 <div class="sect2">
 <h3 id="codegen-architecture">CodeGen Architecture</h3>
 <h3 id="codegen-architecture">CodeGen Architecture</h3>
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 <div class="paragraph">
 <div class="paragraph">
 <p>In Java, a lot good opensource projects are already provide solutions for various challanges in software developments. The problem is how to glue those gems together in appropriate way and result in efficient, good quality product - Saving time and efforts.</p>
 <p>In Java, a lot good opensource projects are already provide solutions for various challanges in software developments. The problem is how to glue those gems together in appropriate way and result in efficient, good quality product - Saving time and efforts.</p>
 </div>
 </div>
+<div class="admonitionblock warning">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-warning" title="Warning"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Hundred of opensource projects…</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="paragraph">
 <div class="paragraph">
 <p>For example, AtomCore module depends in these high quality libraries:</p>
 <p>For example, AtomCore module depends in these high quality libraries:</p>
 </div>
 </div>
@@ -1010,6 +1024,20 @@ Guava:</p>
 </div>
 </div>
 <div class="sect3">
 <div class="sect3">
 <h4 id="around-bean">Around Bean</h4>
 <h4 id="around-bean">Around Bean</h4>
+<div class="admonitionblock note">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-note" title="Note"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>This is so important to mention that every techs Atom framework are around Bean/ POJO technologies.</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="paragraph">
 <div class="paragraph">
 <p>For example:</p>
 <p>For example:</p>
 </div>
 </div>
@@ -1265,7 +1293,7 @@ You can imagine how Atom framework tend to bridge JME game and the Web universal
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+Last updated 2016-06-06 21:14:31 UTC
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+ 42 - 4
jme3/advanced/atom_framework/design/patterns.html

@@ -542,8 +542,21 @@ table.CodeRay td.code>pre{padding:0}
 <h2 id="focus-in-design-patterns-and-paradigms">[Focus in] Design patterns and paradigms</h2>
 <h2 id="focus-in-design-patterns-and-paradigms">[Focus in] Design patterns and paradigms</h2>
 <div class="sectionbody">
 <div class="sectionbody">
 <div class="paragraph">
 <div class="paragraph">
-<p>This page is about design patterns, programming paradigms in game developing and those supported in AtomCore.
-<strong>NOT</strong>*very good*</p>
+<p>This page is about design patterns, programming paradigms in game developing and those supported in AtomCore.</p>
+</div>
+<div class="admonitionblock warning">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-warning" title="Warning"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>This is <strong>NOT</strong> 1st Computer science class!! Understanding programming paradigms and patterns are very important to who want to do game programming, espeacially in Atom framework; which require <strong>very good</strong> knowledge of paradigms and patterns!</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 <div class="sect2">
 <div class="sect2">
 <h3 id="programming-paradigms">Programming paradigms</h3>
 <h3 id="programming-paradigms">Programming paradigms</h3>
@@ -586,8 +599,19 @@ builds upon the strengths of Java but has additional power features inspired by
 <div class="paragraph">
 <div class="paragraph">
 <p><a href="http://groovy.codehaus.org/">http://groovy.codehaus.org/</a></p>
 <p><a href="http://groovy.codehaus.org/">http://groovy.codehaus.org/</a></p>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><a href="http://hub.jmonkeyengine.org/wiki/doku.php/jme3:scripting">http://hub.jmonkeyengine.org/wiki/doku.php/jme3:scripting</a></p>
+<p>Learn groovy: <a href="http://hub.jmonkeyengine.org/wiki/doku.php/jme3:scripting">http://hub.jmonkeyengine.org/wiki/doku.php/jme3:scripting</a></p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 </div>
 </div>
 </div>
 </div>
@@ -694,6 +718,20 @@ MVC Model View Controller; where Presenter is the middle-man, the mediator betwe
 even some part of JME3 assemble MPV, it’s not the whole!
 even some part of JME3 assemble MPV, it’s not the whole!
 also for a game, apply MPV is quite annoying and also tricky!</p>
 also for a game, apply MPV is quite annoying and also tricky!</p>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Here is the twist: Actually in JME3, you are doing both, that’s why it look like MVP!</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="paragraph">
 <div class="paragraph">
 <p>because of this cycle</p>
 <p>because of this cycle</p>
 </div>
 </div>
@@ -710,7 +748,7 @@ also for a game, apply MPV is quite annoying and also tricky!</p>
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+ 29 - 1
jme3/advanced/atom_framework/docs.html

@@ -635,6 +635,20 @@ table.CodeRay td.code>pre{padding:0}
 <div class="sect1">
 <div class="sect1">
 <h2 id="the-code">The Code</h2>
 <h2 id="the-code">The Code</h2>
 <div class="sectionbody">
 <div class="sectionbody">
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Make sure that you&#8217;ve read and understanded Atom&#8217;s Design part</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="sect2">
 <div class="sect2">
 <h3 id="programming-aspects">Programming aspects</h3>
 <h3 id="programming-aspects">Programming aspects</h3>
 <div class="ulist">
 <div class="ulist">
@@ -804,6 +818,20 @@ table.CodeRay td.code>pre{padding:0}
 <div class="paragraph">
 <div class="paragraph">
 <p>Some optional groovy facilities are also included (gpars, ASM, ANTLR…)</p>
 <p>Some optional groovy facilities are also included (gpars, ASM, ANTLR…)</p>
 </div>
 </div>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>But note that AtomCore is not depend in Groovy.</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="paragraph">
 <div class="paragraph">
 <p>You can also do scripting in other Java scripting frameworks like BeanScript or JavaScript.</p>
 <p>You can also do scripting in other Java scripting frameworks like BeanScript or JavaScript.</p>
 </div>
 </div>
@@ -960,7 +988,7 @@ table.CodeRay td.code>pre{padding:0}
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+ 1 - 1
jme3/advanced/atom_framework/docs/code/structure.html

@@ -729,7 +729,7 @@ Consider asking your self this when you code:</p>
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+ 1 - 1
jme3/advanced/atom_framework/docs/managers.html

@@ -566,7 +566,7 @@ table.CodeRay td.code>pre{padding:0}
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+ 1 - 1
jme3/advanced/atom_framework/docs/project.html

@@ -640,7 +640,7 @@ table.CodeRay td.code>pre{padding:0}
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+ 1 - 1
jme3/advanced/atom_framework/docs/setup.html

@@ -611,7 +611,7 @@ Done, let&#8217;s make games!</p>
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+ 13 - 2
jme3/advanced/atom_framework/facial.html

@@ -586,8 +586,19 @@ table.CodeRay td.code>pre{padding:0}
 </li>
 </li>
 </ul>
 </ul>
 </div>
 </div>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><a href="#researches-papers">alternatives and researches</a></p>
+<p>Go to <a href="#researches-papers">alternatives and researches</a> if you want to go further than Atom!</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 </div>
 </div>
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@@ -641,7 +652,7 @@ table.CodeRay td.code>pre{padding:0}
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+ 41 - 2
jme3/advanced/atom_framework/fx.html

@@ -594,9 +594,37 @@ table.CodeRay td.code>pre{padding:0}
 <div class="paragraph">
 <div class="paragraph">
 <p><a href="http://code.google.com/p/guava-libraries/wiki/FunctionalExplained">http://code.google.com/p/guava-libraries/wiki/FunctionalExplained</a></p>
 <p><a href="http://code.google.com/p/guava-libraries/wiki/FunctionalExplained">http://code.google.com/p/guava-libraries/wiki/FunctionalExplained</a></p>
 </div>
 </div>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>This framework&#8217;s feature goes in two branches: in Java 1.5+ with Guava and in Groovy2+ , the difference will be distinguish later!</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 </div>
 </div>
 <div class="sect3">
 <div class="sect3">
 <h4 id="focus-in-effects">Focus in effects</h4>
 <h4 id="focus-in-effects">Focus in effects</h4>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>The abstract concept and even implementation of the Fx framework make it look similar or even exactly like Codegen - the Atom&#8217;s code generation framework. Because they both lend them selfs from same underlying concepts. But remember Fx is for effects and not focus in the code side. It was born to help people like artist to survive their career without reading more programmin books!!</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="paragraph">
 <div class="paragraph">
 <p>Of course we not going to do a whole language enhancement here but use a functional ultilities to get start up quick and go straight to the “real-time effects part later. But remember the base concepts of it, which really to be extend and custom for your own needs.</p>
 <p>Of course we not going to do a whole language enhancement here but use a functional ultilities to get start up quick and go straight to the “real-time effects part later. But remember the base concepts of it, which really to be extend and custom for your own needs.</p>
 </div>
 </div>
@@ -761,8 +789,19 @@ y   value(x) return new y
 <div class="sect1">
 <div class="sect1">
 <h2 id="effects">Effects</h2>
 <h2 id="effects">Effects</h2>
 <div class="sectionbody">
 <div class="sectionbody">
+<div class="admonitionblock note">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-note" title="Note"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p>…</p>
+<p>Ideas from Adobe After effect ,3DSMax, Cinema4D, Processing, Blender…!</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 <div class="sect2">
 <div class="sect2">
 <h3 id="text-effects">Text Effects</h3>
 <h3 id="text-effects">Text Effects</h3>
@@ -800,7 +839,7 @@ y   value(x) return new y
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+ 1 - 1
jme3/advanced/atom_framework/gui.html

@@ -632,7 +632,7 @@ There are some “good template framework in the Java and JavaScript world:
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+ 27 - 2
jme3/advanced/atom_framework/mmorpgtools.html

@@ -632,8 +632,33 @@ table.CodeRay td.code>pre{padding:0}
 </div>
 </div>
 <div class="sect2">
 <div class="sect2">
 <h3 id="techniques">Techniques</h3>
 <h3 id="techniques">Techniques</h3>
+<div class="admonitionblock warning">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-warning" title="Warning"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p>…</p>
+<p>Warning: hundreds of open-source project. Nail it…</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Go to alternatives and researches if you want to go further than Atom!</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 </div>
 </div>
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+ 1 - 1
jme3/advanced/atom_framework/rpgcreator.html

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+ 1 - 1
jme3/advanced/atom_framework/status.html

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+ 1 - 1
jme3/advanced/atom_framework/teehee.html

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+ 51 - 4
jme3/advanced/audio.html

@@ -776,8 +776,19 @@ setLocalTranslation(…)</p>
 </tr>
 </tr>
 </tbody>
 </tbody>
 </table>
 </table>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><code>AudioListener</code></p>
+<p>Positional 3D sounds require an <code>AudioListener</code> object in the scene (representing the player&#8217;s ears).</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 </div>
 </div>
 <div class="sect2">
 <div class="sect2">
@@ -814,6 +825,20 @@ setOuterAngle()</p>
 </tr>
 </tr>
 </tbody>
 </tbody>
 </table>
 </table>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Directional 3D sounds require an AudioListener object in the scene (representing the player&#8217;s ears).</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 </div>
 </div>
 </div>
 </div>
 </div>
 </div>
@@ -1128,14 +1153,36 @@ setOuterAngle()</p>
 footstepsAudio.setReverbEnabled(true);</pre>
 footstepsAudio.setReverbEnabled(true);</pre>
 </div>
 </div>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><code>com.​jme3.​audio.Environment</code>…<a href="../../jme3/advanced/audio_environment_presets.html">examples of custom audio environment presets</a></p>
+<p>A sound engineer can create a custom <code>com.​jme3.​audio.Environment</code> object and specify custom environment values such as density, diffusion, gain, decay, delay… You can find many <a href="../../jme3/advanced/audio_environment_presets.html">examples of custom audio environment presets</a> here.</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 <div class="paragraph">
 <div class="paragraph">
 <p>Advanced users find more info about OpenAL and its features here: <a href="http://web.archive.org/web/20130327063429/http://connect.creativelabs.com/openal/Documentation/OpenAL_Programmers_Guide.pdf">OpenAL 1.1 Specification</a>.</p>
 <p>Advanced users find more info about OpenAL and its features here: <a href="http://web.archive.org/web/20130327063429/http://connect.creativelabs.com/openal/Documentation/OpenAL_Programmers_Guide.pdf">OpenAL 1.1 Specification</a>.</p>
 </div>
 </div>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><code>OpenAL EFX not available! Audio effects won&#8217;t work.</code></p>
+<p>It depends on the hardware whether audio effects are supported (if not, you get the message <code>OpenAL EFX not available! Audio effects won&#8217;t work.</code>)</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 </div>
 </div>
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@@ -1143,7 +1190,7 @@ footstepsAudio.setReverbEnabled(true);</pre>
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+ 1 - 1
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@@ -818,7 +818,7 @@ Smallwaterroom = <span class="keyword">new</span> Environment ( <span class="key
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+ 1 - 1
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@@ -782,7 +782,7 @@ In jNavigation project in class <code>com.jme3.ai.navigation.utils.RecastJNI.jav
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+ 15 - 1
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@@ -602,13 +602,27 @@ stateManager.attach(bulletAppState);</code></pre>
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+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>You can add more physics spaces by using multiple PARALLEL bulletAppStates. You would do that if you have sets physical objects that never collide (for example, underground bolders and flying cannon balls above ground), so you put those into separate physics spaces, which improves performances (less collisions to check!).</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
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+Last updated 2016-06-06 21:14:31 UTC
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 </div>
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+ 1 - 1
jme3/advanced/bullet_pitfalls.html

@@ -582,7 +582,7 @@ table.CodeRay td.code>pre{padding:0}
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+ 1 - 1
jme3/advanced/camera.html

@@ -922,7 +922,7 @@ ChaseCamera chaseCam = <span class="keyword">new</span> ChaseCamera(cam, target,
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+ 30 - 3
jme3/advanced/capture_audio_video_to_a_file.html

@@ -545,8 +545,21 @@ this, but it can slow down your game and produce low-quality video and
 audio as a result. A better way is to record video and audio directly
 audio as a result. A better way is to record video and audio directly
 from the game while it is running using VideoRecorderAppState.</p>
 from the game while it is running using VideoRecorderAppState.</p>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><a href="../../jme3/advanced/cinematics.html">Cinematics</a></p>
+<p>Combine this method with jMonkeyEngine&#8217;s
+<a href="../../jme3/advanced/cinematics.html">Cinematics</a>
+feature to record high-quality game trailers!</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 </div>
 </div>
 </div>
 </div>
@@ -584,8 +597,22 @@ VideoRecorderAppState constructor.</p>
 <div class="sect1">
 <div class="sect1">
 <h2 id="advanced-way">Advanced Way</h2>
 <h2 id="advanced-way">Advanced Way</h2>
 <div class="sectionbody">
 <div class="sectionbody">
+<div class="admonitionblock note">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-note" title="Note"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><a href="http://jmonkeyengine.org/members/bortreb/">let me know</a>–</p>
+<p>This way of A/V recording is still in development.
+It works for all of jMonkeyEngine&#8217;s test cases.
+If you experience any problems or
+if something isn&#8217;t clear, please <a href="http://jmonkeyengine.org/members/bortreb/">let me know</a>. – bortreb</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 <div class="paragraph">
 <div class="paragraph">
 <p>If you want to record audio as well, record at different framerates,
 <p>If you want to record audio as well, record at different framerates,
@@ -1128,7 +1155,7 @@ listeners can be found here.</p>
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+ 1 - 1
jme3/advanced/cinematics.html

@@ -1069,7 +1069,7 @@ cinematic.addListener(cel);</code></pre>
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+ 25 - 3
jme3/advanced/collision_and_intersection.html

@@ -782,8 +782,19 @@ Note that jME counts <em>all</em> collisions, this means a ray intersecting a bo
 </li>
 </li>
 </ul>
 </ul>
 </div>
 </div>
+<div class="admonitionblock note">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-note" title="Note"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><a href="../../jme3/advanced/physics.html">CollisionShapes</a></p>
+<p>Note: If you are looking for bounding volumes for physical objects, use <a href="../../jme3/advanced/physics.html">CollisionShapes</a>.</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 <div class="sect2">
 <div class="sect2">
 <h3 id="usage">Usage</h3>
 <h3 id="usage">Usage</h3>
@@ -826,8 +837,19 @@ mesh.updateBound();</code></pre>
 </li>
 </li>
 </ul>
 </ul>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p>–</p>
+<p>These simple but powerful ray-surface intersection tests are called Ray Casting. As opposed to the more advanced Ray Tracing technique, Ray Casting does not follow the ray&#8217;s reflection after the first hit – the ray just goes straight on.</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 <div class="paragraph">
 <div class="paragraph">
 <p>Learn the details of how to implement <a href="../../jme3/advanced/mouse_picking.html">Mouse Picking</a> here.</p>
 <p>Learn the details of how to implement <a href="../../jme3/advanced/mouse_picking.html">Mouse Picking</a> here.</p>
@@ -852,7 +874,7 @@ mesh.updateBound();</code></pre>
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+ 1 - 1
jme3/advanced/combo_moves.html

@@ -868,7 +868,7 @@ public <span class="type">void</span> onAction(<span class="predefined-type">Str
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+ 29 - 1
jme3/advanced/custom_controls.html

@@ -672,6 +672,20 @@ For example, one NPC can be controlled by a PhysicsControl instance and an AICon
 <div class="sect1">
 <div class="sect1">
 <h2 id="abstractcontrol-class">AbstractControl Class</h2>
 <h2 id="abstractcontrol-class">AbstractControl Class</h2>
 <div class="sectionbody">
 <div class="sectionbody">
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>The most common way to create a Control is to create a class that extends AbstractControl.</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="paragraph">
 <div class="paragraph">
 <p>The AbstractControl can be found under <code>com.jme3.scene.control.AbstractControl</code>. This is a default abstract class that implements the Control interface.</p>
 <p>The AbstractControl can be found under <code>com.jme3.scene.control.AbstractControl</code>. This is a default abstract class that implements the Control interface.</p>
 </div>
 </div>
@@ -782,6 +796,20 @@ For example, you disable your IdleBehaviourControl when you enable your Defensiv
 <div class="sect1">
 <div class="sect1">
 <h2 id="the-control-interface">The Control Interface</h2>
 <h2 id="the-control-interface">The Control Interface</h2>
 <div class="sectionbody">
 <div class="sectionbody">
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>In the less common case that you want to create a Control that also extends another class, create a custom interface that  extends jME3&#8217;s Control interface. Your class can become a Control by implementing the Control interface, and at the same time extending another class.</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="paragraph">
 <div class="paragraph">
 <p>The Control interface can be found under <code>com.jme3.scene.control.Control</code>. It has the following method signatures:</p>
 <p>The Control interface can be found under <code>com.jme3.scene.control.Control</code>. It has the following method signatures:</p>
 </div>
 </div>
@@ -969,7 +997,7 @@ c.steerX(steerX);</code></pre>
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+ 13 - 2
jme3/advanced/custom_meshes.html

@@ -689,8 +689,19 @@ texCoord[<span class="integer">3</span>] = <span class="keyword">new</span> Vect
 <div class="paragraph">
 <div class="paragraph">
 <p>If the shape is more complex, it has more triangles, and therefor also more vertices/indices. Just continue expanding the list by adding groups of three indices for each triangle. (For example a three-triangle “house shape has 5 vertices/indices and you&#8217;d specify three groups: <code>int [] indexes = { 2,0,1, 1,3,2, 2,3,4 };</code>.)</p>
 <p>If the shape is more complex, it has more triangles, and therefor also more vertices/indices. Just continue expanding the list by adding groups of three indices for each triangle. (For example a three-triangle “house shape has 5 vertices/indices and you&#8217;d specify three groups: <code>int [] indexes = { 2,0,1, 1,3,2, 2,3,4 };</code>.)</p>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><a href="../../jme3/advanced/spatial.html">Spatial</a>`FaceCullMode.Back`“</p>
+<p>If you get the order wrong (clockwise) for some of the triangles, then these triangles face backwards. If the <a href="../../jme3/advanced/spatial.html">Spatial</a>'s material uses the default <code>FaceCullMode.Back</code> (see “face culling), the broken triangles appear as holes in the rendered mesh. You need to identify and fix them in your code.</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 </div>
 </div>
 <div class="sect2">
 <div class="sect2">
@@ -1017,7 +1028,7 @@ rootNode.attachChild(geo);</code></pre>
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+Last updated 2016-06-06 21:14:31 UTC
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+ 1 - 1
jme3/advanced/debugging.html

@@ -868,7 +868,7 @@ table.CodeRay td.code>pre{padding:0}
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+ 1 - 1
jme3/advanced/effects_overview.html

@@ -1017,7 +1017,7 @@ It can be a post pass to do after the main filter has been rendered to screen (f
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+ 13 - 2
jme3/advanced/endless_terraingrid.html

@@ -531,8 +531,19 @@ table.CodeRay td.code>pre{padding:0}
 <div id="content">
 <div id="content">
 <div id="preamble">
 <div id="preamble">
 <div class="sectionbody">
 <div class="sectionbody">
+<div class="admonitionblock note">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-note" title="Note"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><a href="http://hub.jmonkeyengine.org/forum/topic/design-question-terrain/#post-262072">http://hub.jmonkeyengine.org/forum/topic/design-question-terrain/#post-262072</a></p>
+<p>Deprecated. Look at <a href="http://hub.jmonkeyengine.org/forum/topic/design-question-terrain/#post-262072">http://hub.jmonkeyengine.org/forum/topic/design-question-terrain/#post-262072</a> instead</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 <div class="paragraph">
 <div class="paragraph">
 <p>TerrainGrid is DEPRECATED.</p>
 <p>TerrainGrid is DEPRECATED.</p>
@@ -676,7 +687,7 @@ There exist also two basic HeightMapGrid implementations:</p>
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+ 1 - 1
jme3/advanced/fade.html

@@ -585,7 +585,7 @@ You can also change the fade duration using <code>fade.setDuration()</code>.</p>
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+ 1 - 1
jme3/advanced/headless_server.html

@@ -626,7 +626,7 @@ table.CodeRay td.code>pre{padding:0}
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+ 1 - 1
jme3/advanced/hinges_and_joints.html

@@ -801,7 +801,7 @@ joint.enableMotor(<span class="predefined-constant">true</span>, -<span class="i
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+ 25 - 3
jme3/advanced/hud.html

@@ -652,14 +652,25 @@ New features are still being released</p>
 <div class="paragraph">
 <div class="paragraph">
 <p>The BitmapTexts and Pictures appear as 2 dimensional element on the screen.</p>
 <p>The BitmapTexts and Pictures appear as 2 dimensional element on the screen.</p>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><abbr title="Graphical User Interface">GUI</abbr></p>
+<p>By default, the guiNode has some scene graph statistics attached. To clear the guiNode before you attach your own <abbr title="Graphical User Interface">GUI</abbr> elements, use the following methods:</p>
 </div>
 </div>
 <div class="listingblock">
 <div class="listingblock">
 <div class="content">
 <div class="content">
 <pre class="CodeRay highlight"><code data-lang="java">setDisplayStatView(<span class="predefined-constant">false</span>); setDisplayFps(<span class="predefined-constant">false</span>);</code></pre>
 <pre class="CodeRay highlight"><code data-lang="java">setDisplayStatView(<span class="predefined-constant">false</span>); setDisplayFps(<span class="predefined-constant">false</span>);</code></pre>
 </div>
 </div>
 </div>
 </div>
+</td>
+</tr>
+</table>
+</div>
 <div class="sect2">
 <div class="sect2">
 <h3 id="displaying-pictures-in-the-hud">Displaying Pictures in the HUD</h3>
 <h3 id="displaying-pictures-in-the-hud">Displaying Pictures in the HUD</h3>
 <div class="paragraph">
 <div class="paragraph">
@@ -725,8 +736,19 @@ hudText = new BitmapText(myFont, false);</code></pre>
 <div class="paragraph">
 <div class="paragraph">
 <p>It is technically possible to attach Quads and 3D Geometries to the HUD. They show up as flat, static <abbr title="Graphical User Interface">GUI</abbr> elements. The size unit for the guiNode is pixels, not world units. If you attach a Geometry that uses a lit Material, you must add a light to the guiNode.</p>
 <p>It is technically possible to attach Quads and 3D Geometries to the HUD. They show up as flat, static <abbr title="Graphical User Interface">GUI</abbr> elements. The size unit for the guiNode is pixels, not world units. If you attach a Geometry that uses a lit Material, you must add a light to the guiNode.</p>
 </div>
 </div>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><abbr title="Graphical User Interface">GUI</abbr></p>
+<p>If you don&#8217;t see an attached object in the <abbr title="Graphical User Interface">GUI</abbr>, check it&#8217;s position and material (add a light to guiNode). Also verify whether it is not too tiny to be seen. For comparison: A 1 world-unit wide cube is only 1 pixel wide when attached to the guiNode! You may need to scale it bigger.</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 </div>
 </div>
 <div class="sect2">
 <div class="sect2">
@@ -791,7 +813,7 @@ hudText = new BitmapText(myFont, false);</code></pre>
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 Version <br>
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+ 15 - 1
jme3/advanced/input_handling.html

@@ -1051,6 +1051,20 @@ inputManager.addMapping(<span class="string"><span class="delimiter">&quot;</spa
 <div class="paragraph">
 <div class="paragraph">
 <p>As you see, you can add several listeners in one String array. You can call the addListener() method more than once, each time with a subset of your list, if that helps you keep you code tidy. Again, the Listeners do not care about actual which keys are configured, you only register named trigger mappings.</p>
 <p>As you see, you can add several listeners in one String array. You can call the addListener() method more than once, each time with a subset of your list, if that helps you keep you code tidy. Again, the Listeners do not care about actual which keys are configured, you only register named trigger mappings.</p>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Did you register an action, but it does not work? Check the string&#8217;s capitalization and spelling, it&#8217;s case sensitive!</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 </div>
 </div>
 </div>
 </div>
 <div class="sect1">
 <div class="sect1">
@@ -1131,7 +1145,7 @@ inputManager.addMapping(<span class="string"><span class="delimiter">&quot;</spa
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+ 13 - 2
jme3/advanced/j3m_material_files.html

@@ -619,8 +619,19 @@ table.CodeRay td.code>pre{padding:0}
 </li>
 </li>
 </ol>
 </ol>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p>→→→</p>
+<p>In the jMonkeyEngine SDK, use File→New File→Material→Empty Material File to create .j3m files. You can edit .j3m files directly in the SDK. On the other hand, they are plain text files, so you can also create them in any plain text editor.</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 </div>
 </div>
 </div>
 </div>
@@ -1154,7 +1165,7 @@ mat.setBoolean(<span class="string"><span class="delimiter">&quot;</span><span c
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 Version <br>
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+Last updated 2016-06-06 21:14:31 UTC
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+ 1 - 1
jme3/advanced/jme3_renderbuckets.html

@@ -569,7 +569,7 @@ table.CodeRay td.code>pre{padding:0}
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+ 127 - 1
jme3/advanced/jme3_shadernodes.html

@@ -1016,6 +1016,20 @@ Of course there can be several ShaderNode declaration in those block.+</p>
 <div class="paragraph">
 <div class="paragraph">
 <p>Here is an example of a very simple Material definition that just displays a solid color (controlled by a material parameter) on a mesh.</p>
 <p>Here is an example of a very simple Material definition that just displays a solid color (controlled by a material parameter) on a mesh.</p>
 </div>
 </div>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Shader Nodes only work if there is no shader declared in the technique. If you want to bypass the Shader Nodes, you can put a VertexShader and a FragmentShader statement in the technique and the shader nodes will be ignored.</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="listingblock">
 <div class="listingblock">
 <div class="content">
 <div class="content">
 <pre class="CodeRay highlight"><code data-lang="java">MaterialDef Simple {
 <pre class="CodeRay highlight"><code data-lang="java">MaterialDef Simple {
@@ -1100,6 +1114,20 @@ here is the definition content (Common/MatDefs/ShaderNodes/Common/CommonVert.j3s
 }</code></pre>
 }</code></pre>
 </div>
 </div>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Note that texCoord1/2 and vertColor are declared both as input and output. the generator will use the same variables for them</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="paragraph">
 <div class="paragraph">
 <p>here is the shader Node code ( Common/MatDefs/ShaderNodes/Common/commonVert.vert)</p>
 <p>here is the shader Node code ( Common/MatDefs/ShaderNodes/Common/commonVert.vert)</p>
 </div>
 </div>
@@ -1129,6 +1157,34 @@ here is the definition content (Common/MatDefs/ShaderNodes/Common/CommonVert.j3s
 </li>
 </li>
 </ul>
 </ul>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>As mentioned before Global position is initialized with the attribute inPosition, so this is equivalent to : modelPosition = Attr.inPosition.xyz</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>also note the swizzle of the Global.position variable. modelPosition is a vec3 and GlobalPosition is a vec4 so we just take the first 3 components.</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="paragraph">
 <div class="paragraph">
 <p><u>*CommonVert output mapping*</u>+</p>
 <p><u>*CommonVert output mapping*</u>+</p>
 </div>
 </div>
@@ -1139,6 +1195,20 @@ here is the definition content (Common/MatDefs/ShaderNodes/Common/CommonVert.j3s
 </li>
 </li>
 </ul>
 </ul>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>The Global.position variable will be assigned to the gl_Position glsl built in output at the end of the shader.</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="paragraph">
 <div class="paragraph">
 <p><u>*ColorMult Definition*</u>+</p>
 <p><u>*ColorMult Definition*</u>+</p>
 </div>
 </div>
@@ -1205,9 +1275,51 @@ here is the definition content (Common/MatDefs/ShaderNodes/Basic/ColorMult.j3sn)
 </li>
 </li>
 </ul>
 </ul>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Note that the Global.color variable will be assigned to gl_FragColor (glsl &lt; 1.5) or declared as a Global ouput of the shader (glsl &gt;= 1.5).</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Also note that in case several Global variables are declared, the generator will assign them gl_FragData[i](glsl &lt; 1.5) i being the order the variable has been found in the material def. For glsl &gt;= 1.5 the veriable will just all be declared as shader output in the order they&#8217;ve been found in the declaration</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="paragraph">
 <div class="paragraph">
 <p><u>*Generated shader code*</u>+</p>
 <p><u>*Generated shader code*</u>+</p>
 </div>
 </div>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Don&#8217;t take this code as carved in stone, the generated code can change as optimization of the shader generator goes on</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="paragraph">
 <div class="paragraph">
 <p>Vertex Shader (glsl 1.0)</p>
 <p>Vertex Shader (glsl 1.0)</p>
 </div>
 </div>
@@ -1276,6 +1388,20 @@ Note that most glsl compiler will optimize this when compiling the shader on the
 <div class="paragraph">
 <div class="paragraph">
 <p>Same as for the Vertex shader. note that the color1 is not declared, because it&#8217;s directly replaced by the material parameter.</p>
 <p>Same as for the Vertex shader. note that the color1 is not declared, because it&#8217;s directly replaced by the material parameter.</p>
 </div>
 </div>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>As a rule of thumb you should not assign a value to an input. input are likely to be material paramters or  outputs from other shaders and modifying them may cause unexpected behavior, even failure in your resulting shader.</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="paragraph">
 <div class="paragraph">
 <p>For more explanations and design decisions please refer to the <abbr title="specification">spec</abbr> here
 <p>For more explanations and design decisions please refer to the <abbr title="specification">spec</abbr> here
 <a href="https://docs.google.com/document/d/1S6xO3d1TBz0xcKe_MPTqY9V-QI59AKdg1OGy3U-HeVY/edit?usp=sharing">https://docs.google.com/document/d/1S6xO3d1TBz0xcKe_MPTqY9V-QI59AKdg1OGy3U-HeVY/edit?usp=sharing</a></p>
 <a href="https://docs.google.com/document/d/1S6xO3d1TBz0xcKe_MPTqY9V-QI59AKdg1OGy3U-HeVY/edit?usp=sharing">https://docs.google.com/document/d/1S6xO3d1TBz0xcKe_MPTqY9V-QI59AKdg1OGy3U-HeVY/edit?usp=sharing</a></p>
@@ -1288,7 +1414,7 @@ Note that most glsl compiler will optimize this when compiling the shader on the
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-Last updated 2016-06-05 15:58:32 UTC
+Last updated 2016-06-06 21:14:31 UTC
 </div>
 </div>
 </div>
 </div>
 </body>
 </body>

+ 1 - 1
jme3/advanced/jme3_shaders.html

@@ -1073,7 +1073,7 @@ Those attributes are deprecated since GLSL 1.3 (opengl 3), hence JME3 global uni
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 <div id="footer">
 <div id="footer-text">
 <div id="footer-text">
 Version <br>
 Version <br>
-Last updated 2016-06-05 15:58:32 UTC
+Last updated 2016-06-06 21:14:31 UTC
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 </div>
 </body>
 </body>

+ 83 - 9
jme3/advanced/jme3_srgbpipeline.html

@@ -609,6 +609,20 @@ This only apply to textures that will render colors on screen (basically diffuse
 <div class="paragraph">
 <div class="paragraph">
 <p>Gamma Correction in jME 3.0 is based on those three statements.</p>
 <p>Gamma Correction in jME 3.0 is based on those three statements.</p>
 </div>
 </div>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Note that Gamma Correction is only available on desktop with LWJGL or JOGL renderer. They are not yet supported on Android or iOS renderers</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="sect3">
 <div class="sect3">
 <h4 id="turning-gamma-correction-on-off">Turning Gamma Correction on/off</h4>
 <h4 id="turning-gamma-correction-on-off">Turning Gamma Correction on/off</h4>
 <div class="paragraph">
 <div class="paragraph">
@@ -628,12 +642,19 @@ app.setSettings(settings);</code></pre>
 <div class="paragraph">
 <div class="paragraph">
 <p><span class="image"><img src="http://i.imgur.com/Lya1ldH.png" alt="Lya1ldH.png" height=""></span></p>
 <p><span class="image"><img src="http://i.imgur.com/Lya1ldH.png" alt="Lya1ldH.png" height=""></span></p>
 </div>
 </div>
-<div class="ulist">
-<ul>
-<li>
-<p>But both can be enabled separately*</p>
-</li>
-</ul>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>This is a short hand to enable both linearization of input textures and Gamma correction of the rendered output on screen.* But both can be enabled separately*.</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 <div class="sect4">
 <div class="sect4">
 <h5 id="enabling-output-gamma-correction">Enabling output Gamma Correction</h5>
 <h5 id="enabling-output-gamma-correction">Enabling output Gamma Correction</h5>
@@ -672,6 +693,20 @@ This can be toggled at run time.</p>
 <div class="paragraph">
 <div class="paragraph">
 <p>This will be ignored if the hardware doesn&#8217;t have the GL_ARB_framebuffer_sRGB or the GL_EXT_texture_sRGB.</p>
 <p>This will be ignored if the hardware doesn&#8217;t have the GL_ARB_framebuffer_sRGB or the GL_EXT_texture_sRGB.</p>
 </div>
 </div>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Toggling this setting at runtime will produce unexpected behavior for now. A change in this setting would need a proper reload of the context to work.</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="paragraph">
 <div class="paragraph">
 <p>All images marked as in sRGB color space will be uploaded to the GPU using a sRGB image format.
 <p>All images marked as in sRGB color space will be uploaded to the GPU using a sRGB image format.
 Opengl hardware texture linearization also uses an approximated Gamma value of 2.2 and linearize the fetched texel color using the following formula : color = pow(color, gamma)+</p>
 Opengl hardware texture linearization also uses an approximated Gamma value of 2.2 and linearize the fetched texel color using the following formula : color = pow(color, gamma)+</p>
@@ -717,12 +752,40 @@ Here is an exhaustive list of the supported format and there equivalent :</p>
 </li>
 </li>
 </ul>
 </ul>
 </div>
 </div>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Conventionally only the rgb channels are gamma corrected, as the alpha channel does not a represent a color value</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 </div>
 </div>
 </div>
 </div>
 <div class="sect3">
 <div class="sect3">
 <h4 id="excluding-images-from-the-srgb-pipeline">Excluding images from the sRGB pipeline</h4>
 <h4 id="excluding-images-from-the-srgb-pipeline">Excluding images from the sRGB pipeline</h4>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p>+</p>
+<p>Only loaded images will be marked as in sRGB color space, when using assetManager.loadTexture or loadAsset.+</p>
+</div>
+<div class="paragraph">
+<p>The color space of an image created by code will have to be specified in the constructor or will be assumed as Linear if not specified.</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 <div class="paragraph">
 <div class="paragraph">
 <p>Not all images need to be linearized. Some images don&#8217;t represent color information that will be displayed on screen, but more different sort of data packed in a texture.+</p>
 <p>Not all images need to be linearized. Some images don&#8217;t represent color information that will be displayed on screen, but more different sort of data packed in a texture.+</p>
@@ -754,8 +817,19 @@ So if you make your own material and want to use Gamma Correction, make sure you
 </div>
 </div>
 <div class="sect3">
 <div class="sect3">
 <h4 id="colorrgba-as-srgb">ColorRGBA as sRGB</h4>
 <h4 id="colorrgba-as-srgb">ColorRGBA as sRGB</h4>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p><strong>ALWAYS</strong></p>
+<p>The r, g, b attributes of a ColorRGBA object are <strong>ALWAYS</strong> assumed in Linear color space.</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 <div class="paragraph">
 <div class="paragraph">
 <p>If you want to set a color that you hand picked in a color picker, you should use the setAsSRGB method of ColorRGBA. This will convert the given values to linear color space by using the same formula as before : color = pow (color, gamma) where gamma = 2.2;</p>
 <p>If you want to set a color that you hand picked in a color picker, you should use the setAsSRGB method of ColorRGBA. This will convert the given values to linear color space by using the same formula as before : color = pow (color, gamma) where gamma = 2.2;</p>
@@ -809,7 +883,7 @@ That&#8217;s why we kept a way to turn it off, for backward compatibility.</p>
 <div id="footer">
 <div id="footer">
 <div id="footer-text">
 <div id="footer-text">
 Version <br>
 Version <br>
-Last updated 2016-06-05 15:58:32 UTC
+Last updated 2016-06-06 21:14:31 UTC
 </div>
 </div>
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 </div>
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 </body>

+ 15 - 1
jme3/advanced/level_of_detail.html

@@ -689,6 +689,20 @@ Tip: Enter higher reduction values for higher levels.</p>
 <div class="paragraph">
 <div class="paragraph">
 <p>The LODs are saved in the .j3o model file.</p>
 <p>The LODs are saved in the .j3o model file.</p>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>Choose Window&gt;Properties if the Properties window is not open. Choose the generated LODs from the dropdown in the Properties window, and verify their quality in the SceneComposer.</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 <div class="imageblock" style="text-align: center">
 <div class="imageblock" style="text-align: center">
 <div class="content">
 <div class="content">
 <img src="../../jme3/advanced/jme-sdk-generate-lod-full.png" alt="jme-sdk-generate-lod-full.png" height="">
 <img src="../../jme3/advanced/jme-sdk-generate-lod-full.png" alt="jme-sdk-generate-lod-full.png" height="">
@@ -832,7 +846,7 @@ the lower the quality.</p>
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+Last updated 2016-06-06 21:14:31 UTC
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+ 28 - 3
jme3/advanced/light_and_shadow.html

@@ -555,6 +555,20 @@ table.CodeRay td.code>pre{padding:0}
 </li>
 </li>
 </ul>
 </ul>
 </div>
 </div>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
+<div class="paragraph">
+<p>A light source with a direction or location is required for all Geometries with Lighting.j3md-based Materials. An ambient light is not sufficient. In a scene with no appropriate light sources, Geometries with Lighting.j3md-based Materials do not render. Only Geometries with Unshaded.j3md-based Materials are visible independent of any light sources.</p>
+</div>
+</td>
+</tr>
+</table>
+</div>
 </div>
 </div>
 </div>
 </div>
 <div class="sect1">
 <div class="sect1">
@@ -685,9 +699,20 @@ al.setColor(ColorRGBA.White.mult(<span class="float">1.3f</span>));
 rootNode.addLight(al);</code></pre>
 rootNode.addLight(al);</code></pre>
 </div>
 </div>
 </div>
 </div>
+<div class="admonitionblock tip">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-tip" title="Tip"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p>+
-<code>mylight.setColor(ColorRGBA.White.mult(1.3f));</code></p>
+<p>You can increase the brightness of a light source gradually by multiplying the light color to values greater than 1.0f.<br>
+Example: <code>mylight.setColor(ColorRGBA.White.mult(1.3f));</code></p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 </div>
 </div>
 </div>
 </div>
@@ -965,7 +990,7 @@ viewPort.addProcessor(fpp);</code></pre>
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 <div id="footer-text">
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+Last updated 2016-06-06 21:14:31 UTC
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+ 1 - 1
jme3/advanced/loading_screen.html

@@ -1092,7 +1092,7 @@ update_bar(<span class="integer">100</span>%);</code></pre>
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 <div id="footer">
 <div id="footer-text">
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 Version <br>
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+Last updated 2016-06-06 21:14:31 UTC
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+ 1 - 1
jme3/advanced/localization.html

@@ -770,7 +770,7 @@ inputManager.addListener(actionListener, "Shoot");</pre>
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 <div id="footer">
 <div id="footer-text">
 <div id="footer-text">
 Version <br>
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+Last updated 2016-06-06 21:14:31 UTC
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+ 13 - 2
jme3/advanced/logging.html

@@ -620,8 +620,19 @@ Example: <code>Vector3f a = cam.getLocation();</code></p>
                       new Object[]{a , b , c});</pre>
                       new Object[]{a , b , c});</pre>
 </div>
 </div>
 </div>
 </div>
+<div class="admonitionblock important">
+<table>
+<tr>
+<td class="icon">
+<i class="fa icon-important" title="Important"></i>
+</td>
+<td class="content">
 <div class="paragraph">
 <div class="paragraph">
-<p>“<em>a reason and a solution</em></p>
+<p>As you see in the examples, you should phrase potentially “customer facing errors in a neutral way and offer <em>a reason and a solution</em> for the error (if you don&#8217;t, it has no value to your customer). If your deveopment team uses WARNINGs as replacement for casual printlns, make sure you deactivate them for the release.</p>
+</div>
+</td>
+</tr>
+</table>
 </div>
 </div>
 <div class="paragraph">
 <div class="paragraph">
 <p>More details about <a href="http://download.oracle.com/javase/6/docs/api/java/util/logging/Level.html">Java log levels</a> here.</p>
 <p>More details about <a href="http://download.oracle.com/javase/6/docs/api/java/util/logging/Level.html">Java log levels</a> here.</p>
@@ -675,7 +686,7 @@ Example: <code>Vector3f a = cam.getLocation();</code></p>
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 Version <br>
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+Last updated 2016-06-06 21:14:31 UTC
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