anchor.diff:      bulletAppState.getPhysicsSpace().add(landscape);
       bulletAppState.getPhysicsSpace().add(player);
   
  -    // You can change the gravity of individual physics objects after they are
  -    // added to the PhysicsSpace.
  +    // You can change the gravity of individual physics objects before or after 
  +    //they are added to the PhysicsSpace but it must be set before MOVING the
  +    //PhysicsLocation.
       player.setGravity(new Vector3f(0,-30f,0));
  -
  +    player.setPhysicsLocation(new Vector3f(0, 10, 0));
     }
   
     private void setUpLight() {
  
positive.code: 
  Again, you create a CollisionShape: This time you choose a CapsuleCollisionShape, a cylinder with a rounded top and bottom. This shape is optimal for a person: It's tall and the roundness helps to get stuck less often on obstacles.
  
  *  Supply the CapsuleCollisionShape constructor with the desired radius and height of the bounding capsule to fit the shape of your character. In this example the character is 2*1.5f units wide, and 6f units tall.
  *  The final integer argument specifies the orientation of the cylinder: 1 is the Y-axis, which fits an upright person. For animals which are longer than high you would use 0 or 2 (depending on how it is rotated).
  
  [source,java]
  
negative.code:     player = new CharacterControl(capsuleShape, 0.05f);
      player.setJumpSpeed(20);
      player.setFallSpeed(30);
  
      // We attach the scene and the player to the rootnode and the physics space,
      // to make them appear in the game world.
  