anchor.diff:  
   |===
   
  -These default settings are called “WASD keys and “Mouse Look. You can customize <<jme3/advanced/input_handling#,input handling>> for your game. Sorry, but these settings work best on a QWERTY/QWERTZ keyboard.
  +These default settings are called "`WASD`" keys and "`Mouse`" Look. You can customize <<jme3/advanced/input_handling#,input handling>> for your game. Sorry, but these settings work best on a QWERTY/QWERTZ keyboard.
   
   
   == Scene Graph and RootNode
  
positive.code: 
  a| Visibility:
  a| A visible 3-D object.
  a| An invisible “handle for a group of objects.
  
  a| Purpose:
  a| A Geometry represents the “look of an object: Shape, color, texture, opacity/transparency.
  a| A Node groups Geometries and other Nodes together: You transform a Node to affect all attached Nodes (parent-child relationship).
  
  a| Content:
  
negative.code: **  The Z axis starts away from you, and goes towards you.
  
  
  Every point in 3D space is uniquely defined by its X,Y,Z coordinates. The three numeric coordinates express how many "`steps`" from each of the three axes a point is. The data type for all vectors in jME3 is `com.jme3.math.Vector3f`. All vectors are relative to the described coordinate system. +
  Example: The point `new Vector3f(3,-5,1)` is 3 steps to the right, 5 steps down, and 1 towards you.
  
  
  [NOTE]
  ====
  The unit of meassurement ("`one`" step) in jME3 is the *world unit*, short: wu. Typically, 1 wu is considered to be one meter. As long as you are consistant throughout your game, 1 wu can be any distance you like.
  ====
  
  
  