     @cam_matrix = glMatrix.mat4.fromRotationTranslation(@cam_matrix, @cam.dir, @cam.pos)
 
     # camera movement parameters
-    @forward_speed = 1.0
-    @strafe_speed = 1.0
+    @forward_speed = 0.08
+    @strafe_speed = 0.08
     @ROLL_SPEED = 0.1
-    @TURN_SPEED = 0.02
+    @TURN_SPEED = 0.04
 
     @movement = glMatrix.vec3.fromValues(0, 0, 0)
     @rotation = glMatrix.quat.fromValues(0, 0, 0, 1.0)

    glMatrix.quat.multiply(cam.dir, cam.dir, rotation)
    glMatrix.quat.normalize(cam.dir,cam.dir)

    #glMatrix.quat.multiplyVec3(cam.dir, cam.dir, movement)
    glMatrix.vec3.add(cam.pos, cam.pos ,movement)

    #reset things

      "m" : => @surfaces[0].draw_surface = +!@surfaces[0].draw_surface
      "p" : => @surfaces[1].draw_surface = +!@surfaces[1].draw_surface

      "t" : => @debug_mode = +!@debug_mode

      # thresholds
      "," : => @surfaces[0].threshold
