Arguments ========= Runtime ------- -n terminate after frames -t terminate after milliseconds if both n and t are given, terminate after n frames and assume milliseconds pass each frame --asset-path load assets from given path default is application dir + "assets" --save-path store and load saves at given path default is whatever SDL thinks is good (should be ~/.local/share/localhorst/blank/) Application ----------- -d disable double buffering -m set sample size to (samples per pixel) --no-vsync disable vsync --standalone run as standalone (the default) --client run as client --server run as server Interface --------- --no-keyboard disable keyboard input handling --no-mouse disable mouse input handling --no-hud disable HUD drawing (includes the selected block outline) --no-audio disable audio the audio device and sounds will still be allocated it just stops the interface from queueing buffers Network ------- --host hostname to connect to in client mode --port port number to connection to (client) or listen on (server) --player-name use given name to identify with the server (client mode) default player name is "default" the server will reject players with names that are already taken World ----- -s use (unsigned integer) as the world seed only used for newly created worlds default is 0 --world-name use given name for the world save no checks are being done right now, so make sure it can be used as a directory name Controls ======== Move around with WSAD, shift, and space, look around with mouse motion. Mouse button 1 deletes the block you're pointing at, button 2 selects it as the active block, and button 3 places the active block next to the one you're pointing at. As an alternative to picking, you can also use the mousewheel up/down to flip through available blocks. Q changes the face of the active block (loops over up, down, right, left, front, and back) and E changes the turn (none, left, around, and right). Press N to toggle player/world collision. F1 toggles UI rendering. F3 toggles a display telling how long on average it takes to compute a frame. F4 toggles audio. Controls are interpreted by scancode, meaning you don't have to break your fingers when you're on an AZERTY. WSAD will be ZSQD there and the above description is just wrong. Also I've added a plethora of alternate keys that can be used, like arrow keys for movement, ins/del for placing/removing blocks, etc.