anchor.diff:  
   ----
   
  -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. 
  +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
  
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: 
  [TIP]
  ====
  “Does that CollisionShape make me look fat? If you ever get confusing physics behaviour, remember to have a look at the collision shapes. Add the following line after the bulletAppState initialization to make the shapes visible:
  
  [source,java]
  ----
  