First, we add linear fog and optimise code with a config file (thanks to suggestion from Less Wright), and also improve our procedurally generated terrain with another octave of perlin noise and a sine wave for variation of details. Oh, if you enjoy procedural terrain generation as much as I do, you'll really like this video, from Henrik Kniberg: • Minecraft terrain generation in a nut...
Finally, we get started with a Minecraft-style hotbar. To do so, we parent an entity not to the scene but to the camera.ui. From there, we get started with the tricky use of ui co-ordinates to position and scale the hotbar. We also add a simple way to pause the game (the subject's movement) and free up the mouse, ready for dragging inventory items etc.
Playlist: • new Python Minecraft with Ursina
Code and assets from video: https://github.com/RedHenDev/ursina_t...
Thanks for watching!
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