anchor.diff:      } else if (binding.equals("Down")) {
         down = isPressed;
       } else if (binding.equals("Jump")) {
  -      if (isPressed) { player.jump(); }
  +      if (isPressed) { player.jump(new Vector3f(0,10,0)); }
       }
     }
   
  
positive.code: 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: 
  +
  [source,java]
  ----
  
negative.code: 
  *  JME3 offers a `CollisionShapeFactory` that precalculates a mesh-accurate collision shape for a Spatial. You choose to generate a `CompoundCollisionShape` (which has MeshCollisionShapes as its children) because this type of collision shape is optimal for immobile objects, such as terrain, houses, and whole shooter levels.
  *  You set the mass to zero since a scene is static and its mass is irrevelant.
  *  Add the control to the Spatial to give it physical properties.
  *  As always, attach the sceneModel to the rootNode to make it visible.
  
  [TIP]
  