anchor.diff:  
   == Conclusion
   
  -You have learned how to load a “solid physical scene model and walk around in it with a first-person perspective.
  +You have learned how to load a "`solid`" physical scene model and walk around in it with a first-person perspective.
   You learned to speed up the physics calculations by using the CollisionShapeFactory to create efficient CollisionShapes for complex Geometries. You know how to add PhysicsControls to your collidable geometries and you register them to the PhysicsSpace. You also learned to use `player.setWalkDirection(walkDirection)` to move collision-aware characters around, and not `setLocalTranslation()`.
   
   Terrains are another type of scene in which you will want to walk around. Let's proceed with learning <<jme3/beginner/hello_terrain#,how to generate terrains>> now.
  
positive.code: 
  === 3. setWalkDirection()
  
  Previously in the `onAction()` method, you have collected the info in which direction the user wants to go in terms of “forward or “left. In the update loop, you repeatedly poll the current rotation of the camera. You calculate the actual vectors to which “forward or “left corresponds in the coordinate system.
  
  This last and most important code snippet goes into the `simpleUpdate()` method.
  
  
negative.code:     landscape = new RigidBodyControl(sceneShape, 0);
      sceneModel.addControl(landscape);
  
      /**
       * We set up collision detection for the player by creating
       * a capsule collision shape and a CharacterControl.
       * The CharacterControl offers extra settings for
       * size, stepheight, jumping, falling, and gravity.
       * We also put the player in its starting position.
       */
      CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f, 6f, 1);
      player = new CharacterControl(capsuleShape, 0.05f);
      player.setJumpSpeed(20);
      player.setFallSpeed(30);
      player.setPhysicsLocation(new Vector3f(0, 10, 0));
  
      // We attach the scene and the player to the rootnode and the physics space,
  