anchor.diff:  This is how the walking is triggered:
   
   .  Initialize the vector `walkDirection` to zero. This is where you want to store the calculated walk direction.
  -..  Add to `walkDirection` the recent motion vectors that you polled from the camera. This way it is posible for a character to move forward and to the left simultaneously, for example! 
  -..  This one last line does the “walking magic: 
  +..  Add to `walkDirection` the recent motion vectors that you polled from the camera. This way it is posible for a character to move forward and to the left simultaneously, for example!
  +..  This one last line does the “walking magic:
   +
   [source,java]
   ----
  
positive.code:     player = new CharacterControl(capsuleShape, 0.05f);
      player.setJumpSpeed(20);
      player.setFallSpeed(30);
      player.setGravity(30);
      player.setPhysicsLocation(new Vector3f(0, 10, 0));
  
      // We attach the scene and the player to the rootnode and the physics space,
  
negative.code: 
  ----
  
  Finally we put the player in its starting position and update its state – remember to use `setPhysicsLocation()` instead of `setLocalTranslation()` now, since you are dealing with a physical object.
  
  
  === PhysicsSpace
  