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
17 load assets from given path
18 default is application dir + "assets"
21 store and load saves at given path
22 default is whatever SDL thinks is good
23 (should be ~/.local/share/localhorst/blank/)
29 disable double buffering
32 set sample size to <num> (samples per pixel)
41 disable keyboard input handling
44 disable mouse input handling
47 disable HUD drawing (includes the selected block outline)
51 the audio device and sounds will still be allocated
52 it just stops the interface from queueing buffers
58 use <seed> (unsigned integer) as the world seed
65 Move around with WSAD, shift, and space, look around with mouse motion.
66 Mouse button 1 deletes the block you're pointing at, button 2 selects it
67 as the active block, and button 3 places the active block next to the one
70 As an alternative to picking, you can also use the mousewheel up/down to
71 flip through available blocks.
73 Q changes the face of the active block (loops over up, down, right, left,
74 front, and back) and E changes the turn (none, left, around, and right).
76 Pressing B prints details about the block you're pointing at and P prints
77 info about the active block. L spits out the player position and light
78 level there. C dumps info about the chunk of the pointed at block.
80 Press N to toggle player/world collision.
82 F1 toggles UI rendering.
83 F3 toggles a display telling how long on average it takes to compute a frame.