Runtime
-------
-[-n] <n>
+-n <n>
terminate after <n> frames
-t <t>
terminate after <t> milliseconds
-[-n] <n> -t <t>
- terminate after n frames, assume <t> milliseconds pass each frame
+if both n and t are given, terminate after n frames and
+assume <t> milliseconds pass each frame
+
+--asset-path <path>
+ load assets from given path
+ default is application dir + "assets"
+
+--save-path <path>
+ store and load saves at given path
+ default is whatever SDL thinks is good
+ (should be ~/.local/share/localhorst/blank/)
Application
-----------
--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
+
World
-----
-blank -s <seed>
- use <seed> (unsigned integer) as the world seed. default is 0
+-s <seed>
+ use <seed> (unsigned integer) as the world seed
+ only used for newly created worlds
+ default is 0
+
+--world-name <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
Pressing B prints details about the block you're pointing at and P prints
info about the active block. L spits out the player position and light
-level there.
+level there. C dumps info about the chunk of the pointed at block.
+
+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.