To render your animations, you'll need to override a few fields on the `DevlogClient` class:
```cs
public class DevlogClient
{
protected override bool Timebending => true;
protected override int TimebendingFPS => 60;
protected override int RenderWidth => 1920;
protected override int RenderHeight => 1080;
}
```
> The reason it's called `Timebending` is because it overrides the base Stopwatch class, so we can control time manually. Also, 'Rendering' is a common phrase, whereas 'Timebending' is a unique name that won't collide with other engine features.
Then when you run your application, it'll render the first sequence in the array of sequences. You won't be able to see the animation, but you can see the timeline bar progress.
When the animation finishes playing, the window will turn yellow. When the animation has finished saving to an MP4 file, it'll turn green.
The animation will be saved in the same folder that your application is running, i.e. `ve\build\Debug\x64\net8.0\video` folder, or `build\Release` if running in release mode. The format of the file is `{sequenceName}_{fps}_{renderWidth}.mp4`, so it'll override previous renders when running continuously.
## Debugging
Sometimes rendering might not look the same in the MP4 file, so to make sure things are running correctly, you can override the `TestRender` variable to true. It won't render to an MP4 file, but instead display the animation to the window so you can see it. It might render very quickly if you're running at a lower FPS, e.g. TimebendingFPS is 30 but your window updates at 144 FPS.
## Example Class
< code here >