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:     rootNode.attachChild(sceneModel);
      bulletAppState.getPhysicsSpace().add(landscape);
      bulletAppState.getPhysicsSpace().add(player);
    }
  
    private void setUpLight() {
  
negative.code: ----
  
  .  You set the background color to light blue, since this is a scene with a sky.
  .  You repurpose the default camera control "`flyCam`" as first-person camera and set its speed.
  .  The auxiliary method `setUpLights()` adds your light sources.
  .  The auxiliary method `setUpKeys()` configures input mappings–we will look at it later.
  
  