3D Game Programming - Episode 4.5 - How Rendering Works

The Cherno · Beginner ·🛠️ AI Tools & Apps ·14y ago

Key Takeaways

The Cherno explains how rendering works in 3D game programming using Java, demonstrating the process with System.out.println statements and Paint.net.

Full Transcript

what is up guys my name is jonah and welcome to episode 4.5 of 3d java game programming okay um yeah this is sort of like a bonus sort of episode where i um really wanted to sort of focus on one thing it's going to be a really short video and that is the way that this works because um i don't feel that i explained it well and you know i've got messages saying um could you explain it better so um i think that the best way to explain this is to actually demonstrate so um this is sort of what we had and um the way that it renders the way that it draws how does all this code work okay um the best way i think to explain it is to simply add you know system.out.printline into this for loop um in the render class print line and we're just going to print x um plus x plus and i'll explain this in a minute why plus y okay so what what it's doing is it's printing like a string of text says x and it's printing the x variable uh so what you can see is if i go into the console and i run this save it okay let's exit out of this and let's sort of and enlarge this console and take a look at this um and we'll also take a look at paint.net because paint.net is fast becoming my favorite way to explain pixels to people with this little grid thing the grid is awesome okay so we can say that you know at y when y is 108 it's creating all these x values so say that this um say that this pixel is number 108 down yeah for each 108 it's creating the entire range of all these pixels across x and it will stop at 255. well it's technically 256. if we saw if we oh we don't have that but you can see that it starts at 0.1 because that's the way the java works so yeah it's printing 256 because 256 is the amount that we've specified in our screen class so 256 basically fills up this y value because it's render.height so yeah that's that's how it works i hope that this will sort of help you explain um more things and you know when y when the y pixel number is 109 it will render all of the x pixels across so it's effectively rendering um in lines like this you know it'll render this one first then it'll go on to this one then it will render this one and so on and so forth so it's running it's rendering that way across the screen um hopefully those sound effects helps you guys out okay so that's a really quick episode um don't worry episode five where we actually move on to animating stuff animating the pixels and i'll actually actually fix a lot of bugs as well because i've already recorded episode five um that will that will be up today that'll be that that will be up a few hours after this video so don't worry you're still getting a full episode today i just really wanted to put this in okay see you guys later bye you

Original Description

Episode 4: http://www.youtube.com/watch?v=qwodDRVQ7eQ Quick video, just to explain rendering a bit better. Think of this as a bonus episode; Episode 5 will be uploaded in a few hours. ;) Welcome to a series of videos where we will create a 3D game (probably a first person shooter) from scratch, using just the included libraries in Java 1.6. If you have any questions or problems, leave a comment or send me a message, or tweet at me. In this tutorial: How rendering works Tell me if you want more! Twitter: http://twitter.com/#!/thecherno Livestream: http://www.twitch.tv/thecherno
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Playlist

Uploads from The Cherno · The Cherno · 5 of 60

1 3D Game Programming - Episode 1 - Window
3D Game Programming - Episode 1 - Window
The Cherno
2 3D Game Programming - Episode 2 - Game Loop
3D Game Programming - Episode 2 - Game Loop
The Cherno
3 3D Game Programming - Episode 3 - Arrays
3D Game Programming - Episode 3 - Arrays
The Cherno
4 3D Game Programming - Episode 4 - Drawing Pixels!
3D Game Programming - Episode 4 - Drawing Pixels!
The Cherno
3D Game Programming - Episode 4.5 - How Rendering Works
3D Game Programming - Episode 4.5 - How Rendering Works
The Cherno
6 3D Game Programming - Episode 5 - Playing with Pixels!
3D Game Programming - Episode 5 - Playing with Pixels!
The Cherno
7 3D Game Programming - Episode 6 - Performance Boosting
3D Game Programming - Episode 6 - Performance Boosting
The Cherno
8 3D Game Programming - Episode 7 - FPS Counter
3D Game Programming - Episode 7 - FPS Counter
The Cherno
9 3D Game Programming - Episode 8 - Alpha Support and More
3D Game Programming - Episode 8 - Alpha Support and More
The Cherno
10 3D Game Programming - Episode 9 - Beginning 3D
3D Game Programming - Episode 9 - Beginning 3D
The Cherno
11 3D Game Programming - Episode 10 - Floors and Animation
3D Game Programming - Episode 10 - Floors and Animation
The Cherno
12 3D Game Programming - Episode 11 - Rotation
3D Game Programming - Episode 11 - Rotation
The Cherno
13 3D Game Programming - Episode 12 - User Input
3D Game Programming - Episode 12 - User Input
The Cherno
14 3D Game Programming - Episode 13 - Render Distance Limiter!
3D Game Programming - Episode 13 - Render Distance Limiter!
The Cherno
15 3D Game Programming - Episode 14 - Basic Mouse Movement
3D Game Programming - Episode 14 - Basic Mouse Movement
The Cherno
16 3D Game Programming - Episode 15 - Textures + More!
3D Game Programming - Episode 15 - Textures + More!
The Cherno
17 3D Game Programming - Episode 16 - Walking, Crouching, Sprinting + More
3D Game Programming - Episode 16 - Walking, Crouching, Sprinting + More
The Cherno
18 3D Game Programming - Episode 16.5 - Exporting Runnable Jars
3D Game Programming - Episode 16.5 - Exporting Runnable Jars
The Cherno
19 3D Game Programming - Episode 17 - Small Adjustments + Birthday!
3D Game Programming - Episode 17 - Small Adjustments + Birthday!
The Cherno
20 3D Game Programming - Episode 17.5 - Creating an Applet
3D Game Programming - Episode 17.5 - Creating an Applet
The Cherno
21 3D Game Programming - Episode 18 - The Beginning of Walls
3D Game Programming - Episode 18 - The Beginning of Walls
The Cherno
22 3D Game Programming - Episode 18.1 - A Few More Things
3D Game Programming - Episode 18.1 - A Few More Things
The Cherno
23 Episode 18.5 - Creating an EXE File in Java
Episode 18.5 - Creating an EXE File in Java
The Cherno
24 3D Game Programming - Episode 19 - Rendering Walls
3D Game Programming - Episode 19 - Rendering Walls
The Cherno
25 3D Game Programming - Episode 20 - Continuing Walls, Fixing Bugs, and Managing Crashes
3D Game Programming - Episode 20 - Continuing Walls, Fixing Bugs, and Managing Crashes
The Cherno
26 3D Game Programming - Episode 21 - Texturing Walls, Fixing Clipping, and Fixing the Mouse
3D Game Programming - Episode 21 - Texturing Walls, Fixing Clipping, and Fixing the Mouse
The Cherno
27 3D Game Programming - Episode 22 - Random Level Generator + Properly Fixing Clipping
3D Game Programming - Episode 22 - Random Level Generator + Properly Fixing Clipping
The Cherno
28 3D Game Programming - Episode 23 - Graphical User Interface (GUI) Launcher
3D Game Programming - Episode 23 - Graphical User Interface (GUI) Launcher
The Cherno
29 3D Game Programming - Episode 24 - Making Our Launcher Work
3D Game Programming - Episode 24 - Making Our Launcher Work
The Cherno
30 3D Game Programming - Episode 25 - Writing and Reading Files
3D Game Programming - Episode 25 - Writing and Reading Files
The Cherno
31 3D Game Programming - Episode 26 - Custom Resolutions
3D Game Programming - Episode 26 - Custom Resolutions
The Cherno
32 3D Game Programming - Episode 27 - Decorating the Launcher
3D Game Programming - Episode 27 - Decorating the Launcher
The Cherno
33 3D Game Programming - Episode 28 - Continuing our Custom Launcher!
3D Game Programming - Episode 28 - Continuing our Custom Launcher!
The Cherno
34 3D Game Programming - Episode 29 - Launching The Game
3D Game Programming - Episode 29 - Launching The Game
The Cherno
35 3D Game Programming - Episode 30 - Colour Processing In-Depth
3D Game Programming - Episode 30 - Colour Processing In-Depth
The Cherno
36 3D Game Programming - Episode 31 - Sprites!
3D Game Programming - Episode 31 - Sprites!
The Cherno
37 3D Game Programming - Episode 32 - Sprite Mapping
3D Game Programming - Episode 32 - Sprite Mapping
The Cherno
38 3D Game Programming - Episode 33 - High Resolution Rendering
3D Game Programming - Episode 33 - High Resolution Rendering
The Cherno
39 3D Game Programming - Episode 34 - Entities
3D Game Programming - Episode 34 - Entities
The Cherno
40 Genesis - My Game for Ludum Dare 24
Genesis - My Game for Ludum Dare 24
The Cherno
41 Vlog + Ludum Dare Results
Vlog + Ludum Dare Results
The Cherno
42 Game Programming - Episode 1 - Resolution
Game Programming - Episode 1 - Resolution
The Cherno
43 Game Programming - Episode 2 - Threads
Game Programming - Episode 2 - Threads
The Cherno
44 Game Programming - Episode 3 - Game Loop
Game Programming - Episode 3 - Game Loop
The Cherno
45 Game Programming - Episode 4 - Window
Game Programming - Episode 4 - Window
The Cherno
46 Episode 5 - Buffer Strategy
Episode 5 - Buffer Strategy
The Cherno
47 Game Programming - Episode 6 - Graphics Initialized
Game Programming - Episode 6 - Graphics Initialized
The Cherno
48 Game Programming - Episode 7 - Buffered Image and Rasters
Game Programming - Episode 7 - Buffered Image and Rasters
The Cherno
49 Game Programming - Episode 8 - The Screen Class
Game Programming - Episode 8 - The Screen Class
The Cherno
50 Game Programming - Episode 9 - Rendering Pixels
Game Programming - Episode 9 - Rendering Pixels
The Cherno
51 Game Programming - Episode 10 - Clearing the Screen
Game Programming - Episode 10 - Clearing the Screen
The Cherno
52 Game Programming - Episode 11 - "Out of Bounds, Baby!"
Game Programming - Episode 11 - "Out of Bounds, Baby!"
The Cherno
53 Game Programming - Episode 12 - Negative Bounds
Game Programming - Episode 12 - Negative Bounds
The Cherno
54 Game Programming - Episode 13 - Timer
Game Programming - Episode 13 - Timer
The Cherno
55 Game Programming - Episode 14 - FPS Counter
Game Programming - Episode 14 - FPS Counter
The Cherno
56 Episode 15 - Tiles
Episode 15 - Tiles
The Cherno
57 Game Programming - Episode 16 - The Map
Game Programming - Episode 16 - The Map
The Cherno
58 The Walls 2 - Minecraft PvP Survival Map
The Walls 2 - Minecraft PvP Survival Map
The Cherno
59 Game Programming - Episode 17 - Key Input
Game Programming - Episode 17 - Key Input
The Cherno
60 Game Programming - Episode 18 - Controlling The Map
Game Programming - Episode 18 - Controlling The Map
The Cherno

This video explains the rendering process in 3D game programming using Java, covering how pixels are rendered across the screen. The Cherno uses System.out.println statements and Paint.net to demonstrate the concept.

Key Takeaways
  1. Add System.out.println statements to the render class to print x values
  2. Run the program and observe the output in the console
  3. Use Paint.net to visualize the pixel grid and understand how rendering works
💡 Rendering in 3D game programming works by rendering pixels across the screen in lines, with each line representing a y-value and each pixel representing an x-value.

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