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-vsync
disable vsync
+--standalone
+ run as standalone (the default)
+
+--client
+ run as client
+
+--server
+ run as server
+
Interface
---------
the audio device and sounds will still be allocated
it just stops the interface from queueing buffers
+Network
+-------
+
+--host <hostname>
+ hostname to connect to in client mode
+
+--port <number>
+ port number to connection to (client) or listen on (server)
+
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
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.