AI coding Minecraft from scratch (day 3) β
AI coding Minecraft from scratch (livestream series)π
2025-10-14
Transcript β
[00:00] build. We are quite literally going to be building Minecraft from complete scratch. Absolutely zero lines of code to however many. We're building Minecraft because now it's not about we can't do it anymore. No, no, no, no. We can do it. It's just about whether or not you want to use the AI or not. So, let me go ahead and update my YouTube. If you're watching this in the VOD in the local file, all you got to do simply is skip ahead or watch the first 30 seconds. Get the algo pumping for me. Let me go and update YouTube real quick. while you have this nice little angle of what we've made so far on day three of
[00:30] the Minecraft stream. I believe it's stream day 14 as well. So, day three of Minecraft stream day 13 or 14. The days are adding up. Let me go ahead and update this here. We have a nice little thumbnail. I like today's thumbnail. Think I'm going to like every single time I do a Minecraft thumbnail because they're honestly super fun to edit. I should have been a Minecraft YouTuber. I would have had insane CTR, but here we go. Y'all gonna love this thumbnail. All right, so we're live here. Updating
[01:02] the description on YouTube. I'm going to make sure we're live on Twitch YouTube NX. And once I confirm that, then we shall jump into day three of the Minecraft and see how it goes. So, we are live on Twitch. Twitch looks good. Twitch looks amazing. Let me go and save here as well. Okay, that's good. That got banned. Okay, cool. Twitch looks live. And let me check YouTube. Make sure the thumbnail got updated. Y'all, I know I'm
[01:32] a little early today. Usually it's like, oh, I'm I'm going to wait for a Corbin stream. It's going to probably show up around like 7ish, maybe 6:50. Oh, no. We're early today. Okay, let me make sure I pause this over here and then check YouTube over here. It should be good. All right, perfect. Six watching. Make sure you leave a like right off the bat as I'm on day three of the stream. Six watch. Make sure you let me know if the audio quality sounds good. Make sure you let me know if the video quality seems good. What's stopping you from being a Minecraft YouTuber? Honestly, nothing. Nothing really.
[02:02] I could in theory do a massive pivot, but I feel like where I excel is when it comes to teaching people how to code. So, that's probably where it stops there a little bit. Let me make sure X is live. X should be live. Let me check right here. We're going to do double X here. X looks live. Perfect. Sora, as you already know, these styles videos at Corbin Brown on Sora. Chadjbt. Leave your little cameo. We react to these at the end of stream, but today what I want to do is keep building our world. We ended yesterday with this like dirt
[02:34] world. And essentially, I was thinking about it today. I was like, you know what? This is >> had some spicy kimchi earlier. I lose sound bite. Um, like this is actually pretty good. So, originally I was going to kind of dive into maybe like, you know, having the world auto expand and everything like that, but I was like, wait a minute, let's just like have this platform be where we build all the physics, where we build different types of materials, where we build the ability to destroy a block, inventory, placing a block. like this little world here. We
[03:04] can just set up most of character abilities and then deal with the bigger place, the bigger parts later when it comes to developing the world and everything of that nature. Why do you not stream the code plus Minecraft thoughts? But why not do what Dream did? Um, I didn't know Dream coded. This is news to me. I was under the impression Dream was just a Minecraft YouTuber. Let me see. Does Dream straight up code on his Minecraft channel or does he have a
[03:36] separate channel? Now you have me confused. I'm pretty sure Dream is just a Minecraft YouTuber. I don't think Dream codes. Maybe he codes like for fun, but I don't think he puts code content unless he has a separate channel for coding. All right. So, first things first, what I'm going to do is you notice how we can kind of go through it. Let's set up just the logic where I hit the block, right? So, we're going to make it so that first we're
[04:07] going to create a physics engine here. But before we even entertain going down a rabbit hole of cursor here, I want to kind of just have it do research. So, we're going to say based I'm going to zoom in a little bit, y'all. Like this. Yeah, this is nice. Okay. Based off our current text stack, what would be the best way to create a physics engine slash when I run into a dirt
[04:37] block, I hit it, etc. And I'm going to switch this to chat mode because there's going to be a bunch of different options here. There's a specific engine I'm looking for. I forgot the name of it. So, I'm hoping it just pops up here and then I'm just like, "Oh, yeah, that that's the one. That's the one I care about." Okay, let's check it out here. While we let it do like its little like going down the rabbit holes, we're going to do Google AI Studio. We're going to start building other parts of this texture pack or blockmind here. So,
[05:09] let me go Google AI Studio, add a new chat here, then let me go ahead and chuck it up here. Boom. This is looking nice. Okay, we're going to see because basically we're going to use this little dirt platform as the method in which we can walk around and stuff like that. So, we're going to see this. Look at player RS. You've already implemented gravity. Okay, nice. Best approach for Voxil. Your current approach AAB versal grid perfect for player collision fast and performance. Nice. All right.
[05:40] Recommendations optimized collision detection. Your current implementation checks 216.6. 666 grid. Oh, I thought we were under the impression of 16. Okay, we're going to do this. Uh, this we'll go back to agent mode. We say okay, do the relevant suggestions for optimization. for now.
[06:11] Let's have it so he can't fly into the blocks, the dirt blocks, rather I hit them. Think that makes sense? So, we're make it so that the objective is so I don't go like this, but rather I'm actually hitting something, which would be nice here. Oh, wait. Don't search. Forgot about copyright. Yeah, yeah, yeah. So, I I will search on like a separate window here and then I'll make sure I don't like click uh a YouTube uh video. But I think for now though too, especially
[06:41] because my channel is on the smaller side if I started uploading Minecraft videos. Yeah, like basically half my half my subscriber basically would be like, "What is this guy doing? This guy is crashing out." Like, "No, no, no. Just just keep watching the streams." Um but this is fun. I wanted to do something on topic for my current channel, which is a lot about coding and AI. And I think the concept of building Minecraft from scratch would be absolutely insane. What's up? Hi, Ken. You following me back in Sore 2? Um, yeah, I can check it
[07:11] out. Just do a cameo. Just do a do a good cameo and be good to go. That should show up here. Okay, perfect. The chat shows up here. That's on the Twitch. That's on the Twitch uh description down below if you're on YouTube. All right, we're going to let this keep going here. I think this should be Yeah, this is this is browser. Okay. So, first thing I want to do here is I want to want to do in creative mode have the ability to not fly through these dirt blocks. And then once we do that, we're going to have it so we can set between creative mode and sur like standard mode. Maybe we'll call it survival mode. I think I'll do standard mode for now where gravity's real and
[07:41] therefore I can just walk on these blocks. And then this is going to slowly be able to implement more and more and more which will be fun. Really fun. So, we'll first let it do this. And this is a big one. So, I'm going to let it do its thing. And while do it while it does its thing, we're going to create some other textures here. So, right now, we're going to say this. This is our dirt texture or our game. Can we make a version of this but be stone? So, we'll do stone. Dirt and
[08:12] stone. And then we'll do grass. We might grass might be a little bit interesting because it's going to this going to require more frames. the more complex blocks we'll tackle once we have like just our standard like this is cobblestone or this is just like broken up stone, this is dirt. When we get to grass, because grass has like obviously the green top layer and like the little edge things, we're going to have to want we're going to want to wait for that. We don't want to do that right away. As with coating, the simpler you start, the better. Especially when you're doing huge projects like this. So, I want to make sure that I build this correctly at
[08:44] the base level so that when we keep going and growing on this thing, it isn't like we have to rip up some of these folders long term because that would not be fun. All right, so I'm going let it do final testing here and we will see if this works. There we go. I like that. It's like a little Call of Duty camo. All right, so we got our stone here. So now we have two materials in this game. All right. Supposedly,
[09:15] okay. So, it kind of works, but obviously I'm trying to go into it right now, but it's like way like the hit box is too uh Oh, whoa. Never mind. There's a Oh, I see. Okay. So, if I come at it from an angle here, let's see. Let's say Okay, I'm going do Let me do this. something like okay let me drag this I'm going to say basically the hitbox is too big
[09:46] do this the hitbox is too big I should be able to go all the way all the way up to the dirt 3D cube Enter. I might have to be more specific here, but sometimes cursor can be good at this because as you like basically this is my limitations right now. I can only go like right here, but it seems like I can probably fall off the map
[10:17] over here a little bit. [Music] Oh, okay. I know what's happening. I know what's happening. Oh, no, no, no, no, no. I know what's happening. Okay, it's because essentially it's it's everything's correct. There is a hitbox here, but I'm just getting kind of confused because of the way the camera is. It's like I go up to it, but I'm just too big essentially, right? So, we got to basically fix this. So, when I do hit the dirt here, I know it's I know what's going on. Okay. When
[10:48] I touch the dirt, my camera POV and looking around feels too big. Go ahead and make the size of the player the size of one block. Oh, it's raining out here. Uh, we'll do one block for now. We might have to like make that a little bit more clear. agent CK plus multi-tab chatg pro 5 and
[11:20] then compiling all the answers in one page. Can you do a video about that? Yes. Multi-hat chat pro then compiling all the answers. Multitab. So what do you what's the what's the value? It'd be if you give me a value of what you're trying to achieve it would be clearer for the video like uh what's your specific use case for that Belare? But there is going to be a big video that drops tomorrow when it comes to a really more of an expert workload when it comes to OpenAI AI AI agents which might be helpful. And then I'm doing
[11:53] a video on top of that which is going to show you how to do chat kit UI and actually use it in a frontend uh in a development website which would be really fun. Really really good stuff. But let's see here. Player size fixed. Yes, this angle. Look at this. [Music] Oh, I know why. It's because of the uh I can't Okay, got it. We got to figure out what I'm specifically looking for. Okay, let's do this then. Okay, I know the
[12:25] issue. It's because imagine we are playing Minecraft and this is our character have it. So we have a low poly arm. This might help. Arm also the way we move and uh is exactly the same. And look,
[12:59] don't stop coding till you achieve this. We're going to do this. what I might need to do and I've done this in other things where I think a lot of people will reference other UIs. So you be like, "Oh, do YouTube dark theme for my uh front end or etc. et if I give context of like quite literally like make this movement feel like Minecraft, it might just hit it on the nose instead of me trying to like kind of split ball it like yeah, it's a little bit too high or like yeah, I can't really touch the dirt block." If I just literally say make the movement feel like Minecraft,
[13:31] it might do it for us. And I think it will honestly. I mean, we've gotten this far purely off prompts. It's extremely impressive how far these agent workflows can really take us. This is day three. Numad dry day three. Once we uh basically make the physics of the player first interacting with blocks, then we'll add to the next step here, which will be like basically I feel like I'm going to have last is creating the actual world
[14:02] itself. I just want to do all the mechanics of the player and the interactions with just physical blocks before we dive too hard into building a cool world because I almost feel like building a cool world is going to add a bunch of extra code that wouldn't be in my best interest. focusing on the game mechanics and then you know as we keep going with this series I might have to change the dirt texture to like a stone texture or something but focusing on the mechanics is going to be more fundamentally important for us than uh just creating a really really big block world right now
[14:34] it would just be dirt world. So let's see it's going here. We're on a separate branch here. I might once we get the the player to feel like Minecraft what I'll do is I'm going to merge this branch and we'll start a new branch because that'll be like a pretty big checkpoint here. So, while this keeps going, let's see some other textures here. We're going to say make it like smooth stone. I know it's behind me, but we're going to just make some textures while we let that run. See, this is the power of nano banana is that once it gets context of the type of
[15:06] input and output you want, we can kind of just keep shooting off over here. So, let me do this real quick. Nice. Little bit better. So, this is smooth stone. Make it smoother, right? So, that's doing something. We'll make wood. Then, we'll make a tree leaf. Tree leaf will be a little
[15:36] interesting because it'll be transparent. So, this would be like smooth stone, which would do. This one's actually not bad. Hey, make a brown wood block. Actually, let's just focus on blocks that have all the same angle. And what I mean by that is like like a wood block will have the tree trunk sides, but then also the wood on top. But I don't want to get it too complex yet. So, we got stone, we got dirt. Let's see. like, okay, maybe because we
[16:06] have our our stone texture here, right here, we could be like add coal in this block. And then let's see what's happening over here. All right, let me see. Let me reload this real quick. Okay, so right now the dirt platform's gone. Let me see. All we do is see. All we see is blue.
[16:36] All I see is blue. You make it so we spawn on that dirt platform. This might require a roll back to a previous commit if this gets cooked, y'all. Cuz right now, all we do is see blue. But we'll see if it's able to self-correct itself. Oh, no. We need more coal here. I'll jump over here, y'all. We need more coal. More coal. Or we say make the coal bigger. I've noticed with nano banana when you like aren't specific enough it
[17:07] will quite literally just output the exact same response which is no good. So we do make the coal baker. Oh it seems like here maybe I was infinitely dropping essentially. We'll let that go because that is like that doesn't even we need big coal. No no no we need to add more add more coal here. And then another thing you could do uh with Nano Banana is essentially have it so that I could use this as a reference image and then essentially just create a new chat and then it'll usually give me better
[17:38] outputs. It's always like that thing with AI where you get far if you get too far down a chant the outputs are just like trash. So we got to keep that in mind. So let's just get this add way more coal. Oh, I I realized I didn't even add more there. It actually got it though. It actually got it. Um, so what I'm going to do is I'm actually going to start a new chat here. Do this. Okay. And you make coal here more obvious.
[18:09] Obvious. I can't spell, but it doesn't matter cuz AI has me. All right. So, we're going to run that. And then what's going on here? Come on. As we know, we grow. Okay. So, let me do this then. So, basically, this is giving me a hard time. So, what I'm going to do when it gives me a hard time is I'm going to be like this. Grab this and be like, "Okay, look here.
[18:40] Don't stop coding until spawn is on dirt and you see dirt." Right now, we just see blue. This is gonna force Chad GBT or sorry, cursor to go down a basically a mega rabbit hole until it gets it right. Uh, a VS Code tool that fires 20 parallel Chad GBT 5 protabs, pulls 2,000 source links instead of a 100 from a single search, and merges all answers into one unified summary.
[19:14] That is definitely possible. That is that I mean okay yeah me uh let me write that down. Is this like a school project? What are we doing here? Fires 20 parallel chat GBT protabs 2,000 sources links 100 from a single search. Okay, I'll write that. Basically just get a ton of data, condens the data, make it look sexy and automate that.
[19:46] This is not bad. This looks better. Like, cool. Okay, we'll do that. Uh, okay. We're going to let this keep going here. Cuz look at this. It's going to It's going to basically I found the issue. The terrain generation only creates block Y equals Z, the bottom layer. But we need to create Y equals 1, the top layer, so the player can stand on them. Let me fix the terrain generation. Okay, if you say so. If you say so. So, let me reload this. Keep going there. All right. So, we got Cole. You got dirt, you got stone,
[20:18] and for y'all's reference. Boom. So, we're going have to create these anyways. Like, this is going to be the texture pack anyways. So, we got dirt, we got coal, we got stone. The uh we'll do iron and we'll do iron ore now, right? Boom. And then once we get iron ore, the next one we'll do is building a tree. And I guess for now we'll make the wood block just like every single sides bark just
[20:49] for the the short term. Um until this can figure out the situation where we actually just spawn on a dirt platform. I don't think I'll have to revert this. Usually it's pretty good at catching itself after a while, but what now it's just even though we're moving infinitely, we have no point of reference. So, we can't see anything 3D. So, we'll just keep doing that. Oh gosh, I don't like this iron. Um, more of like more of a beige color. It's
[21:20] just kind of cool cuz this like back in like back then people would quite literally just straight up make texture packs for Minecraft and have to like edit every single one unless there was some type of crazy software back then that wasn't AI images that was able to kind of like get context and shoot out. This doesn't look that bad, but make a little darker. The iron aura, make the doian or dhaka. All right, as you already know, check me out on SOA
[21:51] Corin Brown at Corin Brown. Sobt.com. We'll react to them at the end. Let this keep going. And we might have to do a roll back here, y'all. Which, you know, it is what it is, y'all. y'all will be able to see what a roll back is and you'll see the importance of GitHub when it comes to especially these kind of projects. So just while we let this go world build I might roll back to dirt platform here because of the fact that right now I am kind of not confident that it's going to be able to fix this. Sometimes you got
[22:22] to let it just keep cooking in here. I mean to be fair when we first started this we were running into errors like crazy when it came to terminal and then I was like you know what it fixed itself but we might have to do a roll back is what it is if we do so we'll let it do I don't see the debug oper okay let me see let me try roll back here let me do this and the reason I'm doing a roll back here is because honestly I know the better prompt to do now than what I originally was doing which is a little
[22:52] bit more, you know, not necessarily saying specifically what I wanted. So, I'm going to say this. Okay, roll back to this commit. And this is why these agents are super cool now as like you could in theory type out the get commands, but you're like, I don't need to do that. There's more code in this stream than Pirate Software has streamed in his whole career. Good stuff. All right, I'll take it. I'll take it. Uh, this is a mega playlist. So, let me roll back here real quick to dirt platform. So, therefore, they do rendering should be we see a dirt platform. I know it's absolutely beautiful.
[23:24] Uh so let me roll back here. Sometimes it's very some of the things about GitHub is just so annoying when it comes to trying to roll back to something because of unstaged changes as you see here. But we're going to have to force roll this back if it wants to be very annoying here. So let me go ahead and render this. Come on, baby. All right. Let me see their platform. Let me see. Just set this as the new head. Let me go and move over here, y'all.
[23:56] Set this as the new head and reload in the browser. This is why checkpoints are fundamental. Like, I'm not joking, y'all. This is a real thing in code where basically the best way you want to set checkpoints. Even before coding with AI, you set checkpoints because of situations like this. You go down an alleyway and you're like, I think this is the best way to do this. It doesn't work at all. If anything, it takes you down an alleyway that is just even worse than where you started. Go back, come to the start, and
[24:29] then watch this. We're going to reproctor this, and I guarantee you it's going to work way better off of the first shot here. First off, we got to make sure. There we go. So, right off the bat, I guess this was our last save, which is fine. So, we're here. Okay, cool. So, here's what we're going to do. We're going to make sure that this is confirmed. We just pulled this. Okay, perfect. There we go. Like this. All right. Here is what I'm going to do. I'm going do this. But first off, what I like to do with AI, even though it's not necessary, I'm going to confirm it sees it. Okay. See
[25:01] our world and D platform. Let's do that. It's going to confirm it sees this. Then if it sees it, then we going to do the new way of approaching this logic and then see if this works. Well, first off, let me make this platform a little bit bigger. So, let me just let us go right here. Let's say and you make this platform uh bigger.
[25:33] I hope it doesn't go crazy on me and tries to do a crazy design right now. Let's just make it bigger. Don't try to like build a castle. No thank you. But my goal is very simple for this stream. We got to walk on this dirt. And once we walk on the dirt, then I want to first probably kind of flush out a little bit of the player movement mechanics. And then once we do that, the next step will be fleshing out uh interaction with
[26:05] cubes. So first, let's do this. Let's make the platform a little bit bigger here so that when we play around here, it should be good. And then what I'm going to do here is this. I'm going to get more context for this image. So, watch this. Okay, let me do this image. I'm just looking up a Here we go. This is absolutely beautiful. This is like the most OG image I've ever seen in my entire life. If you're wondering what I'm looking at,
[26:36] uh, let me pull the screenshot up real quick. This right here. Nice. It's Minecraft. All right. Cool. All right. Show. Here's what we're going to do. And yeah, keep all. That's fine. Perfect. Now, let's work on spawn. When we start, have it. So we are standing on the platform and also for now
[27:07] add a add not that a little arm little cube arm for the player like this image shows. And we're going to take that image I showed y'all and hit enter. So, my objective now is I want to add a little cube arm, which might not really be necessary, but it's going to give me better context on like POV here and the angles of everything. Also, I want it so we just spawn on the dirt so that when we add this gravity logic and everything
[27:38] like that, we can kind of have a better chance of approaching this. Plus, in these prompts from here on out, and I've realized this with artificial intelligence, you'll be surprised on what AI is trained on. A lot of times people will think that certain things aren't being trained on by a AI or maybe you think that everything is. You'll be surprised on how much this thing knows on even niche references. It probably knows every niche reference if you really try. You could literally look up like 2006 Toyota Corolla how to specifically handle that kind of car door for XYZ reason. It's just it's just
[28:10] crazy. So saying that it definitely knows what Minecraft is. Therefore, every single time I reference Minecraft to build it in a Minecraft way, it requires less input for me to make a better prompt because I'm telling it exactly it has basic knowledge of what it looks like in an already pre-existing product that it's already trained its data on. Therefore, making my life easier. But then what's great is that once we get these iterations and we build this vanilla layer, we're going to be able to create like a ton of other cool stuff
[28:42] that's very unique to Blockmind. But right now, we're just world building. This is absolute world builder. World builder mode. Big world builder. Okay, let's keep going here. So, it might be trying to store this all in one file, which I don't necessarily like. Oh yeah, it is trying to do this all in one file might not be bad. File is small for now, but as you know,
[29:12] files grow. So I'm wondering if we want to do some refactoring here for the player early on so we don't get in a situation where this could get ugly fast. Are using an MCP like uh context or context 7 or something that to get updated documentation to LLM? Uh, for the most part, what I've realized is these uh, idees and these AI chatbots are pretty good for searching the internet just naturally. You don't necessarily have to proctor it anymore. So, when uh, I really need up to-ate
[29:43] update information, you'll see in my most recent chat video that's coming out in a couple days that I just essentially went to the exact page and then just copied and pasted it over to give like really new documentation, the stuff stuff that just dropped a week ago. A lot of times you can just give uh AI like the like the payload, right? The incoming payload, the outcoming payload, and then it'll essentially be able to contextualize that enough where it'd be able to solve most issues. Now, supposedly this is working, but I'm not seeing it rendered right now. So, we're
[30:14] going to let it keep attacking here. And I'll be genuinely impressed if this works off first go here. So, we're going to see. Okay, we're building to the website. See how this goes. Come on, baby. Come on, baby. Come on. Oh, already looks a little bit better. Hands off the wheel. Hands off the wheel. Hands off the wheel. Come on. Here we go. You're getting somewhere.
[30:47] Uh, do I want to move? Spawning me. Okay, let me see. No, no, no, no. Let me see. Wait, first off, let me see like how many layers is this? This is like two layers. Oh, it seems like my arm's over here. So, here's what we're going to do. Here's what we're going to do. Here's what we're going to do. I'm going to try something like this. Okay, I don't see the arm. This is This shouldn't work. If this works, then
[31:20] we just got a new strategy. I don't see the arm. But let's do this. Approach this. Approach the player logic from complete scratch. I want you to just build the mechanic of walking. So we can walk on the dirt platform.
[31:52] Watch this. When building this, build this character exactly like how Minecraft builds their character with code. If needed, look up how and don't stop till it moves and acts
[32:27] exactly how a player would in Minecraft. This shouldn't work. This should not work. But if this works, then this is going to be a massive, massive, massive unlock. This shouldn't have worked, though. Basically, what I'm trying to see is that is this model willing to go the extra 100 miles here and essentially build out
[33:02] the Minecraft style model completely in code. And also let me see organize this for scalability when it comes to the new files associated with the player model etc. So look at this. It's searching the web. This is what I'm talking about here. Vifer, you look here. It says Minecraft player movement physics code. Search the
[33:32] web. Search the web. Now, I highly doubt obviously Minecraft code is not open source. Maybe it is. I just don't know. But it definitely is looking at the proper way to approach this, which would be extremely interesting if we get this on the first try. Basic functionality, player physics, movement, gravity, collision. Got it. Input handling controls, 3D models, models, and rendering data. Player state, player state manage. All right. because up to this point I have been prompting like I have been with AI for
[34:05] the last basically one or two years but that was under the pretext that this kind of agent workflow didn't exist. So now that this agent workflow exists this could be a huge basically a massive unlock for this entire series. But first we'll see first we will see first we will see. So, while this goes, check out our iron ore. Let's download that just for reference. We'll keep that one by one.
[34:36] But first, we'll see if this works. Extra line here to make sure the dirt physics uh was is this. And actually, I don't want to give too much here. We got to first see if this can build literally the model. And if it can build the model, then everything else kind of falls in line essentially. I think the one really cool thing though is like seeing the textures that were made in AI just clearly in the application and it's like super simple. That's a W.
[35:09] Okay. This is adding a ton of code. All right. So, right now right now that was the original little arm it was trying to do. It just that was not good. Seems like this is like layered. Oh, wait. You know, this is one block. This is one block. But this is why we need like the the character mode in play in here so we can get more context. Make sure leave a like on stream every single day. Every single day. And
[35:39] we shall see where this takes us. Right now, this is the slow days. We're in the slow days. This is only day three. This is the slow days. But if we can do fundamental things like create the character, create the platform, that's all it really takes cuz at that point it's more of just iteration on like are you willing to put in the time to create the rest, right? But here we go. This is this is a ton of code. Look at this. What's up with 169 like 220 lines, 200 220 lines, 268 lines. Oh my gosh, y'all.
[36:12] 196 lines. This is I I don't even want to do anything. This is This is actually fundamentally This would be insane if it gets this, y'all. This would be actually insane. Okay, new player input system. Let me update the renderer because essentially if this doesn't work then you know we kind of you have to
[36:43] kind of do like the whole puzzle piece method where you build one fundamental thing after the other in order to make it work. But I don't know I'm pretty confident with cursor now giving it complex t. But what's key here and I think is the last thing which honestly it might be able to do and know it's able to interact with a web browser and like make movement and stuff like that. But what I'm curious about is that can it only press one key at a time. We'll see. Okay, we're rebuilding this.
[37:14] Oh gosh. Oh gosh. All right, so it restructured the code over here, y'all. Right above me. Look at this. That's what I'm talking about. It went from one file for the player to one, two, three, four, five, six files off one prompt. One very specific prompt to be fair, but one prompt and this much code. That might be like 800 lines of 900 lines of code was created off one prompt. Now, obviously none of this matters if this absolutely doesn't work. But if this
[37:46] works, I think that would basically prove that the premise of the series is very very very feasible because at that point, and we've always said this, right? It's not about the code. It's about do you know how to tell the AI what to do correctly so it actually executes correctly. And that could be the the disconnect here. And this is all this is all new to me, right? the first time I ever like de developed a video game. So, I'll be learning as I go here. Obviously, as we
[38:16] keep building this Minecraft world or sorry, sorry, Blockmind, uh I'll get better at this. I'll be able to understand the language a little bit more, but for now, we're getting pretty far. I kind of like it. Keep it up. Live streaming going great, man. Thanks. What it is is solid. Okay, here we go. We might need to add gravity here. Let's see. Okay. So far, I don't want to touch it. It's like I don't want to unwrap a Christmas
[38:47] present yet. Like, I'm seeing the present. The present looks good, but Oh, shoot. I just flew off the edge. Hold up. I just flew off the edge. Oh my gosh. Whoa. Whoa. Whoa. What the heck? Okay. Okay. Me uh what say I move too fast. Oh, they made fly mode. Okay. Wait, wait. Let's
[39:17] actually test this real quick. F. Oh, wait. I I just moved too fast. Hold on. Hold up. I moved too fast. When I hit W to go forward, I zoom. You test as well. Also, make the dirt platform bigger. Make it bigger. Okay. Bigger. All right. Boom. Boom. Boom. Boom.
[39:48] We're going to let this go here. I'm actually going to quickly lower my desk. We're going to come down. Me do that. I've been standing too much, y'all. Oh, here we go. Let the cursor go. Standing tables was a massive unlock in my 20s because sometimes like you can sit at a desk like everyone loves sitting at a desk but sometimes you really just got to stand.
[40:19] But here we go. I don't want to I don't want to I don't want to spoil it yet cuz this could work. This could work very big yo. This could work very big. But if this works, like my brain is still learning so much about the potentials of this new agent, and I had some breakthroughs the other day with like the different like another software I'm creating that's going to be for stream. It's just genuinely impressive uh what it can do and streams like this, creating games like this. It's like
[40:50] obviously the game itself is going to be super fun, y'all, but it's more of just like really just seeing and pushing this to its limits, right? And the biggest unlock definitely was this browsing feature and this agent infinite feature where it really can work through complex problems and errors and solve them and essentially get us to a working uh product which we'll see here pretty soon here. So we'll let it keep thinking. Go ahead and keep thinking and then we'll do the texture packs here. As we said before,
[41:22] go check out Sore Chord Brown. I'll be reacting here. I did some Tron ones here. And then obviously >> open it up. Open it. Maybe there's diamonds in there, man. >> Let's see. >> Wait, dude. That's a MacBook. >> What in a chest? That's actually insane. >> Guess we're lucky. I'm grabbing it. >> Yeah. Yeah. Pull it out. Let's boot it. >> Build and block mine. All right. Here we go. Now, let's prove the Now, what's interesting is that this is no joke, y'all. Where the It can actually test it. It can actually press keys in the uh local emulator here. So, it' be able to test keys here and test that. So, I'm
[41:53] assuming it tested the W and saw that like, well, this is too much. But we'll find out pretty soon here. All right, so here we go. All right, obviously that was insanely fast. All right, so this is the new one. It's a little bit slower. My gosh, y'all. Oh, let me do this. Wait. Yo, hold up, y'all. Well, first off, this is inverse, I think. Is this inverse?
[42:24] Okay, hold up. my Let me do this. Let me do two things, y'all. First off, me add uh make it so my mouse cursor can't come off the screen unless I press escape because that's causing an issue. Make me a little slower. And um make another option in escape
[42:56] menu spawn point or just spawn and spawn takes me to where I am when I reload web page. This is I'm telling you sometimes y'all just speak to it like literally like when I reload web page this is what happens. So not that big. Not that big. I just like the uh these initial stages is really cool too. You got to understand with building any application
[43:26] uh like obviously I'm very much react guy. I'm a big React guy. But the ability to build the skeleton of any application. So right now we're building a video game in a Rust tech stack is really important to know because once you understand that foundation and how it works at a foundational level, I know I'm saying foundation a lot, foundation, foundation, foundation. It opens the doors for other opportunities and also opens the doors for you to easily apply new features uh in future games, future
[43:57] softwares, future anything really. Uh, like my intention with this other software I'm creating that I plan on launching pretty soon here is I'm going to try to implement some type of Rust, not Rust necessarily, maybe a 3JS 3D model on the landing page. It's going to do some dancing and stuff like that, which should be pretty funny. But I'm going to see if I can get that working on like a simple landing page. If we can get like a 3D model dancing and stuff, uh, which will make more sense. I know that sounds like a lot. Like, what's this guy rambling about? Just trust the process. All right, let's see.
[44:29] Right. It also gave us some pretty good controls here. So, it says WD west. Look, move around, mouse to move around, jump. Okay. F is to toggle fly mode. That's dope that I already inherently thought of that. Okay, we're going to let it keep going here. I think part of the issue is that if this is 400 blocks, my character might be too big, right? So, we'll see though. Here we go. Here we go. A lot of the point. A lot of the point.
[45:03] We are live, baby. We are live. How's everyone's day going? It's been like a It's It's been a slow Monday for me. I feel like a lot a lot of videos are coming out. A lot of videos. A lot of them. Now I need to add JavaScript to handle the spawn position. saving and loading. Interesting. Me HTML file include this functionality. Uh adding the spawn point to menus can be fundamentally important.
[45:34] So then when little errors like that happen, I don't have to necessarily always reload the local host in the web browser, which is frustrating. And then on top of that, the uh slowing down, which I was kind of feeling a little bit. I was barely pressing it. I was like, "Okay, I'm feeling it. I'm feeling the physics a little bit more." So far so good. I'm vibe coding while you're viing. I like it. I like it. This is um the one thing I like about vibe coding is you can tackle very challenging problems and you don't necessarily need to know everything that's happening, but
[46:05] over time you slowly start learning it and once you start learning it, then you just get better. Like it's it's really cool compounding uh experience. Okay, so let me do this. Okay, we need to relaunch this. Say relaunch with updates. because right now this is not this is not the one. I can't tell if I'm inverse right now. Okay, this is looking up. Or am I
[46:36] tripping? I should probably play another video game to know. Let me relaunch this though. I feel like the update wasn't made because I needed a spawn point. Let's give this a second. Let me see. Not seeing the Wait, third person view. Oh, it's going the extra mile, y'all. Let me see. Not seeing
[47:07] spawn on escape menu. ESC. But before I do this though, let's see if it's updated. Oh, maybe. Oh, maybe because fly mode is just like extremely fast, y'all. Whoa. Oh, no. Hold up. Hold up. I don't think I got the update here. Oh my gosh. You can just straight up jump. That's not good.
[47:40] Uh, yesterday I was asked that long. But then the craziest part is when it actually does it and then you check it and you're like, "Oh, this was actually correct." The brain just starts unlocking because you're like, "Okay, what else can we do here?" Uh, let me see. Honestly, let me get like a Let me get a how was it called? like a d uh was it player button map so I know what to uh
[48:14] press and what I can do. But first, let me let's let it fix this pretty fundamental issue that we're having here where essentially this escape is not updating. Plus, like I move like I'm literally just jumping. It's no good. So, let's do that real quick and then we will see if we can get a player map overlay or something like that. Or maybe we put the in the escape menu. Let's do that. Oh, yeah. See, here we go. Here we go. This is what I like to see.
[48:44] We'll do that. So, let's do that. Let me say play map. What I can do and put this in the escape menu on the right. So before I do that, back to game. Okay, let me do this y'all. Me do like full screen here. All right, that looks good. The just absolute monster jump. Teleport
[49:14] to spawn. Oh, I got a set spawn. So supposedly the set spawn. And then if I go like teleport to spawn doesn't work. But the problem is if I jump. Okay, let me see. You know what we need to do? First off, it's definitely having issues with the uh this cursor thing because if
[49:47] I go like this, my my uh cursor comes off the uh the game. So, let me do this. Okay, let's make the floor infinite or the dirt blocks so we can move wherever. Let's just do that and that will solve our first issue of just like me flying and then losing relativity because when you go to blue empty space, you just don't even know what's down, what's up, what's anything, right? So, let me go
[50:19] and do that and we'll get this teleport to spawn working as well. But we'll see. Um I'm assuming this isn't going to break the game, but this could break the game because of the fact that it's quite literally going to try. I hope it goes through this like an optimized way. So, let me make sure we do that. Remember, do this how Minecraft would do it for optimization and building worlds.
[50:53] So, like like let's give it a reminder. Let's not let it just like wild out and just try to do like an infinite world and then just basically break the stream. That wouldn't that be good? Wouldn't that be good? Okay, here we go. And you might need to reload the game. Let's see. All right, great chunk system is working. Let me check the view distance and make sure the infinite flat world is
[51:24] generating proper. Oh, it's hallucinating for sure right now. Let me actually help it not hallucinate. Okay, confirm it works by going to the app there. So, we hit enter there. And this is a great way for you to like basically make sure it double checks its work or his uh it's its work.
[51:55] Uh continue because, you know, obviously AI is known to hallucinate. He just it just goes off the handle here. We don't want that. So, we're gonna let this do here. Come on, baby. Come on. So, if we get infinite load, then we can kind of work more in the player mechanics here where like I can move around and figure out like why I am speeding like I'm a race car. Like, we want a little bit like slower obviously. Okay, so supposedly what are we doing
[52:26] here? Loading block mine. Uh oh. Oh, shoot. Okay, so this is exactly what I thought was going to happen. What's up, Chris? This is exactly what I thought was going to happen. Okay, we'll just do this actually. Actually, cuz that is definitely because it's not the native app right now. It is lagging like crazy, y'all. Oh, wait. Hold up.
[52:56] It's actually not bad. Oh gosh. All right. Not bad. Not bad at all. All right. But we're going to have to The only only issue though that I'm noticing is that some of the issues with the agent is that it takes initiative, which can be good in some context, but sometimes it takes too much initiative. Where, for example, said spawn point, that was an unnecessary ad. Therefore,
[53:27] the real ad there was just supposed to be T a quick hand, but we'll see how it goes here. The thing Okay. Okay. So, this is fly mode. Does it work? No, it does not work. Oh my gosh.
[53:58] Is that how you Am I tripping? Okay. Still way too fast when walking. When I turn off fly mode, I don't notice me falling. And no gravity. And no gravity. Come on, baby. All right, here we go.
[54:28] Uh, Clad 4 should be working better than just auto expensive, though. Okay, I'll switch to Cloud 4 then if this keeps going down. I might have to do a new chat as well. That's true. We might have a very dumb model. Let's just let this go here. We're going to definitely have this remove these two. So, I'm going to do is I'm going to fix basically some big issues here. If this doesn't work as well as I would want it
[54:59] to, the first issue I'm going to fix is like it's very frustrating when I'm using this and then my cursor just flies out over here. Like that's not good. We don't want that. So, what we're going to do is Okay, so this is supposedly adding the gravity physics as well. So, let's just let it cook. Let it cook. Run. All right, let's go. Okay,
[55:30] I feel like I can't tell if that's inverse or not. I It must be because my cursor keeps flying off. That's why I'm tripping, basically. Let me do this. Come on. Okay. So, now we got the new the new build. The new build has been pushed. Okay.
[56:02] Wait. Uh, is this how slow? Am I walking? Okay. This is better though. This isn't as crazy. Okay. So then this is not bad. This is not bad. We're actually getting somewhere here. So this is fly mode. If I don't want to be in fly mode, I jump down. Nice. Okay. I'm going to fix this cursor thing now because I mean ironically it's called cursor, right? But uh we're going to go like this.
[56:33] Okay. Okay. That is this uh app on browser. When I look left to long, my actual mouse cursor goes off the window uh in browser, but should stay in game. I might have to take a screenshot for context here, but let's hope I don't.
[57:04] So far, I mean, it's like definitely very very very very slow. So, so what I'm going to do is I might actually have it point out in the line of code what adjust speed. But when I do F though, F is pretty cool because this is like fly mode. Non-fly mode. We've created fly mode. We've we've created fly mode. That's a success. And it doesn't want to play. >> That's some spicy kimchi earlier. My voice. >> That's a success. All right. There we go. There we go. There we go. Fly mode has been enabled.
[57:35] Um, okay. So, we'll see if this works on the new build 2Z web app here. It's a me, Mario. What's up, Bonds? Uh, okay. Come on. We got some very slow movement right now, Bonds. We got the ability to Oh, no. We got very slow movement. Flying's a little bit faster. We got gravity here. And we fixed the cursor issue. We fixed the cursor issue. Okay, this is nice.
[58:06] Um, for some reason I have like a weird walk, but I think in Minecraft you do this like little this little thingamajig. So, what we can do here is let it just confirm this and then I'm going to simply do escape to be like Okay. Okay. Nice. Really glad though I got this cursor thing down because that was kind of that was very frustrating. Fly though is like this. I can't tell if these these controls must be inverse. Wait, left is left.
[58:37] My up and downs inver I need to up. Ah, I need to inverse my up and down controls. Can you inverse the up and down for looking with the cursor? And then I'm going to do a push here pretty soon, y'all, because we're getting at a pretty good safe checkpoint here where we have character functionality. Even though I know I know it's extremely slow, we do have the ability to turn flying on and off. So, I can turn that off. We do have a very a very slow character walk, but we're
[59:09] going to increase that size there. And then basically what's going to happen is when we do increase that size, it's going to look a lot better that like bobbing animation. And I think Minecraft has this bobbing animation, too. I'm pretty sure, especially for the sprint, if I remember correctly. So, actually, I think it told me sprint is control or is one of these That is definitely not sprint. All right, there we go. Um, yeah, I'm hoping I think my mouse movement was definitely inverted or like
[59:39] whatever the default was. It was just Yeah, I don't think it was the correct one. Although, I'm tripping because low key, I haven't played video games on a computer for so long. I usually play on console when I do uh PS5, but let's see. Okay. Yeah, I am not tripping. There we go. There we go, y'all. All right. So, this is fly mode. This is walk mode. Okay. Let's increase walk mode. I'm going to be like, um,
**[01:00:11]** what file has the walk speed and what I can adjust? And then once we adjust this walk speed, I'm going to do a push here because we got a walkable character now, which is nice. And then honestly, I don't even know how hard it's going to be to add like an arm, but I probably don't want to add an arm yet because I kind of want to get like the Whoa. Um, okay. Okay. So, we have the ability to add **[01:00:41]** blocks. We have the ability to add blocks. Okay. We have the ability to build a dirt house. Oh my god. Let's go, bro. Okay. Okay. Let's go. Big dub. Big dub. Dub's in the chat. Dub's in the chat. We can actually build a dirt house. We might actually change the material here. But we've achieved build dirt house. But first off, I need to increase my speed cuz this is actually dope. Yo, what the heck? Um, first off output. **[01:01:12]** Uh, where is this? Let me go to fly speed. player.core.s core. Uh, player. Here we go. core. RS. We're going to change this cuz I don't like these blocks being red. But holy smokes, though. We can actually build. What the hell? Can we take these out? No, we can't take these out. Okay. Um, where is this at? S line 246. You ever want to read code? This is line 246. 246. Walk speed. **[01:01:45]** Uh, change from one to two for 2x speed. Okay. So, then we're going to do this to Oh, wow. It actually did all the stats for the the player. That's actually really cool, y'all. Um, should we do five? Oh my gosh. How fast do you want to go? We do like 20. 20. Oh, I got to redeploy. I'm being dumb right now. My bad, y'all. Uh, five for this. **[01:02:17]** Uh, six for this. Then we're going to save. Okay. Nice. Can you put the player controls in the escape menu so it's easy to tell what and redeploy to website? Deploy to website. I might have to keep this mask on. What should you go to work on now? Um I kind of So we kind of have the **[01:02:47]** physics. Not complete physics, but the idea is like now there's collision. I'm just kind of like fleshing out the player model right now. Bonds, I want to create a player model that's fleshed out pretty nice before we dive into anything bigger than that because once we have a fleshed out player model, then you know it's going to be easier for me to iterate on the the actual world, right? So, we have the player and the world and then down the line will be other fundamental stuff. But today, I think the goal is let's just get this player right. **[01:03:18]** And then we're going to learn all of its controls once this pushes here. I'll make this bigger, y'all. I'm going to move this as well. Just do that. I'm going do can also remove the set set spawn and respawn or what was the other one called? Teleport teleport **[01:03:51]** to spawn button and redeploy. Okay. Boom. So, we don't want that. We go this. There is no way. Okay. It's kind of cool that they did keep the red box, though. That's kind of cool. **[01:04:22]** Oh, here we go, y'all. All right. So, here's the block mine controls. Uh, space jump, fly, fly down, sprint, control. So, we do have sprint here. Okay, so this is just going way too slow. So, basically, we're going to have to up this speed. Let me see. We're going to do like 10 here. Yeah, at 16 there. Well, the fact that it actually knew that is insane. All right, for fly speed 10, **[01:04:54]** that is fine. Wait, so I already know what fly speed is. So, we're actually going to do 15 here, like 26 here, and sneak speed should be fine. Wow, this is so cool. It created the whole character model here, y'all. So, let me escape here. Okay, let me see. There we go. Then we're going to hit F. There we go. There's Oh. **[01:05:24]** Uh oh. Reload this. Okay, here we go. So, space actually takes me up to flight mode. I see. And then control is supposedly shift is the sneak. So, that's why it's like basically super slow and sneak. I see. I'm going to say increase the walk speed. And then once we get like a walk speed we like, we'll push this branch or or release push a command. Nice little **[01:05:55]** commit. We we'll push the command. Okay, we'll push the command. Come on, baby. Increase the flight speed. I'm going to save these textures that we did earlier in stream so we can reference them a little bit later here. And do that. Put this in a folder. Got too many folders on my desktop. I got to be organized. All right. And there we go. We actually got rid of those two buttons. I like that. And then **[01:06:25]** we have all the different things. Break block, left click, place block, right click, look around, obviously mouse. And we should be moving faster now. So, let me reload this. Okay. I feel like it's not even updating. Okay. We're going to keep this. Come on. Keep. First off, you know what? Let's do a commit real quick. Let's just say, okay, uh, do a commit. Call it player. Call it player can move **[01:07:00]** and fly. So, we go fly high. Here we go. Let's just do a commit. Let's get this code saved so we have a checkpoint here because this is not a bad checkpoint. Yes. Yes, it is walking very slow, but this is a good checkpoint where I can do F. I can go to creative basically creator mode. Yeah. And then I can do F again and we get like a nice little animation. But it's basically I'm going to try to lock in here and get this walking speed down so **[01:07:31]** that you know when we actually play this game we're not walking at this speed which you can kind of see the blocks which is kind of cool as well. Wonder if like does this work? Can I jump on a block? Uh I don't have enough. Yeah, we got to work on that the jumping as well. Okay. And then me do this reload. So then this should be saved to my git. See, it is not saved to the git. **[01:08:01]** Uh, what's going on? Come on. It should be saved to the git. Why would it not be saved to the git? What's going on? Go to block mine here. Dirt block. That's the master. I get that. Go to world build. Uh commits yesterday. Say push it. I got to tell it maybe to what branch to push it to. Push this commit to world build. Come on mod. That's **[01:08:33]** cool. Okay, let's go. So, we built out a and we fractured the player component. That's why it's actually kind of cool to see the core here. And essentially, as we saw down here, all this different stuff here when it comes to player height, uh, player like the actual size of the player and the walk speed, which we're still messing around with here, having issues, but we'll see. Okay, there. There we go. So, boom, boom. Player can move, player can fly. Amazing. And let's go ahead and hard refresh this to clear the cache. See, **[01:09:04]** this fly is flying right now. It's fast, right? This is a good speed. the walk. I can't tell if it's because it's breaking on something because look at the fly speed is only 10, the walk is 15. So, we're gonna say this. Why is the fly speed actually give the variable? This might help out. Why is the fly speed faster than the sorry slower than the walk speed **[01:09:36]** when the numbers are obviously different unless I'm doing this the opposite way which I don't think I am because the sneak was already low but as we can see toggle flying open menu back to game Nice. Yes. No, but I'm talking about actually in game. Make **[01:10:06]** walking faster. It's too slow. But the problem is that when I say this, it starts tweaking and it is like like super speed. I don't want super speed. We don't want super speed. Super speed is no good. So, we'll hope this isn't going super speed on us. Come on, be nice. All right, here we go. Oh, so you pointed me in the wrong direction, buddy. No wonder **[01:10:37]** these monsters. Oh my gosh. Hashtag coding. Yeah. Okay. So, no wonder that the relevant variables I was changing wasn't even being affected. Okay. Got it. See, this is the type of questions we have to ask. Then, let me hard refresh. Hard refresh here. I just go like this. I I mean, the flight speed's perfect. **[01:11:08]** This is basically what you'd want in creative. You could quite literally just build, right? I mean, this this the flow in the creative is pretty much on point. This is almost exactly how it feels in Minecraft. But the issue I'm having is this walk. Oh my gosh. Okay, I've doubled the base movement speeds. All right, we have too many modes right now. What's going on? Hold up. Come on. State. Um, **[01:11:40]** go to eight. Go to eight. See? Okay, we're gonna say make it make the walking even faster. And we should only have two modes. Just creative and survival. That's it. We got to like identify that because **[01:12:10]** it's already going too much. It's going too complex too fast. Which to be fair, I did say essentially, you know, code this out pretty full flesh here, but sometimes you got to take a step back here because adding the player state of spectator is 100% not necessary. Um, interesting though that we do see standing, swimming, and running there. So, it's cool that it already built out those mechanics. But, let's see what we got here. So, we're going to let this keep going here and then let it compile and build into our web app here. Our **[01:12:40]** build mind web app here. And then let's see. Let's see. Let's see. Come on. Here we go. Removed. Yeah, we don't need spectator mode. Keep on. All right, there we go. That's actually not bad. And then F. The jumping is is good. I like the jumping. Hold up. This is like bunny hopping from CS GO. Oh shoot. Yo. Oh my gosh. This is like **[01:13:11]** bunny hopping. Y'all know what I'm talking about. Oh my gosh. Yo, wait, what? Oh, that's a that's that might be an issue. Oh my gosh, y'all. This is This is awesome. Okay, this is really cool. Now, let's take this one step further here. This is like This is solid. This is actually extremely solid, y'all. Um, let's add another texture pack. Uh, let's see if I can make this simple on myself. So, let me get this texture real **[01:13:41]** quick. So, let me do this. Um, which which one should we go with? We should go with this one. We're going to say, okay, uh, sorry, I'm looking at my finder right now. Say dirt. Say, uh, stone. Okay, here is a new texture of stone. Have it. So when I place a block, **[01:14:13]** it is this texture. And then I'm hoping if it's smart here, it's going to put it in the relevant textures block here. And it should call this stone.png. That's going to be the magic of AI if it can actually take my file here that I just provided and automatically organize it. Or is there going to be a little bit of onus on me for me to essentially drag it into the textures folder? I know it's asking a lot, but uh we'll see if there's anything there. Make sure you leave a like on stream if you're watching right now. Big like. Uh we're doing this. We're getting this done. I **[01:14:44]** can see this micro only loads a dirt texture. I need to save some texture first. So, I'm Yeah. So, perfect. So, it's actually going to save it as stone.png. And it does look like it might actually save it to the textures folder here, which would be insane. Can Can it save into the stones the the textures folder? I probably should have just dragged him in there, but it's too late now. Do this player constant core state. Um, I see it's way faster here. Uh, **[01:15:14]** I might actually have to increase I might increase that like by one. Let's do like one here, not 101. One thing you can do in code as well if you're really curious on it's having issues downloading uh putting this here. So, I might actually just do it for it. But one thing you can do in code if you're curious on if a variable is even being affected here is for example like this walking speed. What I could do in theory is essentially like put this to like 3,00 and if I see no increase in speed that means that it quite literally is just not increasing. Um I'm going to just say I added it for you so that it **[01:15:46]** just chills out because for some reason it's it crashed out on adding stone.png to texture. So, let me do that to that. And then let's actually test my theory. Um, we're going to just stay here. We're going to do one one one. So, you guys know what I'm talking about. It hasn't initiated the change yet because it should in theory be extremely fast. So, that's a good example right there. Um, let me grab this back to 12 or 11. **[01:16:18]** Uh, let's let the cursor AI make this change real quick where we add this stone block here. So, we can basically build a stone house. Let's see the stone house. And honestly, that's like a pretty good area to stop here for today's stream as now we got player mechanics where we have basically creative mode. In addition, we have physics on the actual platform here, right? Like I'm literally jumping around. This already seems fun like where basically it feels like bunny hopping if you know what that is. So, that's really fun. And we're going to relaunch this game here with the stone PNG. So, we have two textures. How many **[01:16:50]** textures, y'all? Two textures. The block mine texture pack has increased. Oh no, it replaced the bottom to stone. So, here's what we're going to do. Actually, did it get my Okay, so we can't move faster. I can't jump like this. Okay, we're going to say this. We're going to say this. All right. uh keep the platform, the dirt texture, **[01:17:20]** but instead of placing red blocks, we place the stone texture blocks. Now, what's going to be really cool is when we dive into creating animations in low poly, I'm really curious on what's going to be required for me. I'm I'm really curious if it's just going to be simply just provide the texture of the hand and then simply providing the texture of the hand can most of the logic can be done in **[01:17:50]** code when it comes to breaking a block. And I'm but we'll see. I know like the you know like in Minecraft when like you're breaking a tree, it's like you're just like going like this essentially. I'm curious on like if that's going to be a very simple like yxz situation where you just have it so it just moves the hand using the coordinates but like it does like an animation motion, right? That's would be extremely cool if that's basically the way because it makes my life easier. All right, here we go. Here we go. The **[01:18:22]** objective now is very simple. The objective is The objective is we are going to build a stone house. We're going to go inside. Actually, we're not going to build a stone house. We're going to do parkour. All right, let's let this load. We're going to do a commit, but we're going to do parkour and block mind. So, block mine. Parkour. Get ready for it. We're going to do parkour. Here we go. Let's let this load. Let's Let's let Let it load. Let it load. **[01:18:53]** All right, here we go. Here we go. Here we go. It's updating it. And I'm actually curious on this render. RS here. Render. RS. We're specifically picking the stone stone texture group. I see. Okay, there we go. All this lines of code, y'all. We got stone here. I love it. Okay, **[01:19:28]** this is actually taking longer than I was expecting. Hold on, hold on, hold on. Might be a false start. I can't I can't breathe in this, y'all. Y'all got to understand. I can't breathe breathe in this. This is This is cooked. Plan a longterm project. Oh, this is the longterm project. I got another one, though. But I mean, I'm telling you, I'm going to try to recreate Minecraft. This might this might this might take 90 days. This might take half a year. But if it does, it does. I I genuinely think you can do **[01:19:59]** it. So, we're going to see. I just got to take this like I'm learning as the AI is building the app, specifically this new language. So, I knew I know if I keep going at this every single day, I'm going to get better and better at the language. So, I'm not too worried about that. the fact we already got like player movie here. I'm already excited like almost want to make like a parkour game where the objective is like people just make parkour courses and you try to like jump through them, right? Like it's not even Minecraft, but basically it's a parkour game which honestly it could **[01:20:30]** turn into because as you know bunny hopping, if you've ever played CS GO too Oh shoot, CS GO it is super fun uh bunny hopping. We'll let this generate real quick. Better generate, baby. Now I need to update the arm rendering to use the dirt texture since it's part of the player. Uhoh. This might have went down a little bit of a rabbit hole. I might have needed to commit before **[01:21:01]** this. Uhoh. Come on. Okay. Well, see this works. I guess while we're waiting for it to work, I'm going to try to build a course right there. One thing I'll say is you seem to be working on polish **[01:21:32]** versus actual functionality stuff like animation textures. Eg are usually done after the essentials are done. EG block breaking and placing in the world. Oh yeah, yeah, yeah. Now, I think the the big thing I want to do is like basically at least today was just build the character so where you can jump around and move around. But the next step here is going to be like block breaking placing and stuff like that. But that's why I'm not building like the mega part of this world because I want to first like figure this out. **[01:22:04]** All right. It is cool though. I mean, this has come a far way since day one for sure. [Music] Like basically, we're going to have to like create a tree and see if we can mine the tree. All right. Okay. So, there's definitely something in the code that makes it so it's red. But let me make a red house then. So, let me do this. I do like how it does **[01:22:36]** the animation already. Is it also connecting pretty well here? All right. This is quite literally like the classic Minecraft house here where you Oh, let me see. Get up here. This literally feels like creative mode. I'm not even going to lie to y'all. This quite literally feels like creative mode. Okay. And go like this. This is like what you'd build like when it's the first day and you don't have coal yet and you have to like kind of build a box. **[01:23:09]** The the texturing is crazy. I know, but it works. Okay, cool. Uh I'll go and push this off stream, but that solves the we have like a movable character. It moves around. Let's check out our cameos here. We'll check out Sorus today reload. Uh I watched Tron two days ago. It was absolutely amazing. And the got some inspiration from Tron here. First off, in a bow. >> Still in the middle of this lake. >> Should add uh shadows for death perception. >> I haven't seen a single. >> Let me write that down because I agree. **[01:23:39]** That's why we were kind of like, what's going on here, but I'll add some shadows there. Uh it'll make the game look 100 times better and less flat. >> Signal bar. >> All right. So, while we look at these sort of things, then we'll do that as well. All right. So, what I'm going to do is this. Let me just do this real quick. Uh we're going to go like this. Make the blocks I place not red. Also add some shadow to the game **[01:24:13]** or depth or depth. Perception. Boom. All right. Sight. Right. All right. Yeah, cuz it's zero, man. Like nothing. We can't commit. We can't push. We're just drifting. >> Laptop literally says we got to find Wi-Fi fast so we can keep coding block. Still in the middle of >> the original one was uh this one right here. Look a little bit more single signal bar. >> Yeah, cuz it's zero, man. Like nothing. **[01:24:43]** We can't commit. We can't push. We're just drifting. This is scuffed. >> The laptop literally says we got to find Wi-Fi fast so we can keep coding. >> Master program still in the We just >> What's your directive? Build Blockbind. >> Open it up. Open it. Maybe there's diamonds in there, man. >> Let's see. >> I think basically Minecraft just gave the green light for copyrighting when it came to Sora >> cuz it does it basically perfectly chest. That's actually insane. >> Guess we're lucky. I'm grabbing it. >> Yeah. Yeah. Pull it out. Let's boot it. >> Finally start writing Blockmind. **[01:25:14]** >> Open it up. Open it. Maybe there's D. >> Let's go to cameos here. Uh uh >> oh. It move. >> What is What? What is that? What's on my face? When I think it's >> Why is Why does this Why does Le look skitso? >> I move it like glass that breathes. Every time I move, it moves with me. >> Dude, it's alive. It's doing the squiggly thing. Look at those little sparks. There's zoom in. >> The colors shift when I think it's reading me. >> Yeah. Well, don't think angry thought. >> Like glass that breathes. Every time I move, it moves with me. **[01:25:44]** >> Dude. >> Oh, man. I love I love Le being in the cameos because Le just looks absolute skitso sometimes. >> All right. All right. So, we got these defaults here. >> What are you doing in here, little guy? >> We ran this yesterday. We ran this yesterday. Let's go. >> Dead serious. Hands up. >> Nope. Dodge City, baby. Counter >> and then Leit again there. >> All right, that just about does the cameos here. Let's see if the the shader effects were done correctly. And then that should be today's stream. We set up some nice physics. We have the ability to walk and run. This is for everyone **[01:26:16]** that's just like they're not even watching it from the beginning. Microsoft also owns like 49% of OpenAI. Oh, you're right. You're so right. So, basically, and Microsoft owns Minecraft, so they don't even care. If anything, they want the free promo. You're so right. Okay, that makes sense. Uh, but yeah, we got some nice physics here. We'll see if these shader effects look look amazing. Uh, so we got Oh, we got to do like double doublew for me to start sprinting here, right? Oh, it actually got the stone **[01:26:47]** effect and it did add the shader effect like you were saying. Okay, let's go. Okay, not bad, y'all. This is not bad at all. Oh no, I'm stuck. All right, but I was thinking like we jump. Ah. All right, so we got to That's obviously a bug, but that just about does today's stream. Thank you all for joining me on today's stream. As you already know, **[01:27:17]** we're going to keep building this game out. I'mma take it as far as possible with this cursor AI agent. I think we can get pretty far here. My only worry is when we have to do really, really big words. It's just going to be optimization. Basically, we're going to have to make this thing so when I run it, it doesn't absolutely break my computer, which would be no good. But without further ado, as you already know, we'll be jumping into the stream. We're going to keep this little marathon going. So, I'll see y'all on the next stream. Monday, Tuesday, Wednesday, Thursday, Friday, Saturday. Monday, Tuesday, Wednesday, Thursday, Friday, **[01:27:48]** Saturday. We build a Minecraft.