8 terminate after <n> frames
11 terminate after <t> milliseconds
13 if both n and t are given, terminate after n frames and
14 assume <t> milliseconds pass each frame
20 disable double buffering
23 set sample size to <num> (samples per pixel)
32 disable keyboard input handling
35 disable mouse input handling
38 disable HUD drawing (includes the selected block outline)
42 the audio device and sounds will still be allocated
43 it just stops the interface from queueing buffers
49 use <seed> (unsigned integer) as the world seed. default is 0
55 Move around with WSAD, shift, and space, look around with mouse motion.
56 Mouse button 1 deletes the block you're pointing at, button 2 selects it
57 as the active block, and button 3 places the active block next to the one
60 As an alternative to picking, you can also use the mousewheel up/down to
61 flip through available blocks.
63 Q changes the face of the active block (loops over up, down, right, left,
64 front, and back) and E changes the turn (none, left, around, and right).
66 Pressing B prints details about the block you're pointing at and P prints
67 info about the active block. L spits out the player position and light
68 level there. C dumps info about the chunk of the pointed at block.
70 Press N to toggle player/world collision.
72 F1 toggles UI rendering.
73 F3 toggles a display telling how long on average it takes to compute a frame.