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.\" ========================================================================
.\"
.IX Title "CRITTERDING 1"
.TH CRITTERDING 1 "2010-03-17" "1.0" "critterding Debian manpage"
.\" For nroff, turn off justification. Always turn off hyphenation; it makes
.\" way too many mistakes in technical documents.
.if n .ad l
.nh
.SH "NAME"
crittering \- Evolving Artificial Life
.SH "SYNOPSIS"
.IX Header "SYNOPSIS"
\&\fBcritterding\fR [\s-1OPTION\s0]...
.SH "DESCRIPTION"
.IX Header "DESCRIPTION"
This manual page was written for the Debian distribution because
critterding does not have a manual page. It provides information taken
from \*(L"critterding \-\-help\*(R" output and project homepage.
.PP
\&\fBCritterding\fR is a \*(L"Petri dish\*(R" universe in 3D that demonstrates evolving
artificial life. Critters start out with completely random brains and
bodies, but will automatically start evolving into something with much
better survival skills.
.PP
Critters are informed by sensors:
.IP "\- if their head touches food unit." 14
.IX Item "- if their head touches food unit."
.PD 0
.IP "\- their head touches another critter" 14
.IX Item "- their head touches another critter"
.IP "\- if they are able to procreate" 14
.IX Item "- if they are able to procreate"
.IP "\- about their energy state" 14
.IX Item "- about their energy state"
.IP "\- about their age" 14
.IX Item "- about their age"
.IP "\- about the state of their joints" 14
.IX Item "- about the state of their joints"
.IP "\- what the world looks like (\s-1RGBA\s0 vision)" 14
.IX Item "- what the world looks like (RGBA vision)"
.PD
.PP
Critters can make use of the following motor neurons (actions):
.IP "\- bend joint" 8
.IX Item "- bend joint"
.PD 0
.IP "\- bend joint in other direction" 8
.IX Item "- bend joint in other direction"
.IP "\- eat" 8
.IX Item "- eat"
.IP "\- procreate" 8
.IX Item "- procreate"
.PD
.PP
At default, the program sets up a small world with a relatively large amount
of food units and keeps throwing in critters with randomly generated brains
and bodies.
.PP
After a while, one of these idiot critters will unavoidably be good enough
to maintain a small population:
.PP
Slowly but surely, their behaviour will become a lot less random as they
demonstrate increasingly better survival skills.
.SH "KEYS"
.IX Header "KEYS"
To save current settings to a profile, press "\fBs\fR\*(L" in the simulation. It
will be saved to ./default and can be loaded by using \*(R"\fB\-\-profile\fR ./default"
.PP
Use \fBF1\fR in the simulation for more information about keys.
.SH "OPTIONS"
.IX Header "OPTIONS"
.IP "\fB\-\-autoload\fR num" 4
.IX Item "--autoload num"
.Vb 2
\& autoload critters from ~/.critterding/load
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-autoloadlastsaved\fR num" 4
.IX Item "--autoloadlastsaved num"
.Vb 2
\& autoload critters from ~/.critterding/lastsaved
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-benchmark\fR num" 4
.IX Item "--benchmark num"
.Vb 2
\& run the critterding benchmark
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-body_maxbodyparts\fR num" 4
.IX Item "--body_maxbodyparts num"
.Vb 2
\& maximum body parts per critter
\& (default: 30, range: 0\-1000000)
.Ve
.IP "\fB\-\-body_maxbodypartsatbuildtime\fR num" 4
.IX Item "--body_maxbodypartsatbuildtime num"
.Vb 2
\& maximum body parts for a new critter
\& (default: 6, range: 1\-1000000)
.Ve
.IP "\fB\-\-body_maxbodypartsize\fR num" 4
.IX Item "--body_maxbodypartsize num"
.Vb 2
\& maximum size of a critters body part
\& (default: 200, range: 1\-1000000)
.Ve
.IP "\fB\-\-body_maxheadsize\fR num" 4
.IX Item "--body_maxheadsize num"
.Vb 2
\& maximum size of a critters head
\& (default: 80, range: 1\-1000000)
.Ve
.IP "\fB\-\-body_maxmutations\fR num" 4
.IX Item "--body_maxmutations num"
.Vb 2
\& maximum mutations on a body mutant
\& (default: 3, range: 1\-1000000)
.Ve
.IP "\fB\-\-body_minbodypartsize\fR num" 4
.IX Item "--body_minbodypartsize num"
.Vb 2
\& minimum size of a critters body part
\& (default: 20, range: 1\-1000000)
.Ve
.IP "\fB\-\-body_minheadsize\fR num" 4
.IX Item "--body_minheadsize num"
.Vb 2
\& minimum size of a critters head
\& (default: 30, range: 1\-1000000)
.Ve
.IP "\fB\-\-body_mutationrate\fR num" 4
.IX Item "--body_mutationrate num"
.Vb 2
\& percentage of newborns that mutate bodies
\& (default: 10, range: 0\-100)
.Ve
.IP "\fB\-\-body_percentmutateeffectaddbodypart\fR num" 4
.IX Item "--body_percentmutateeffectaddbodypart num"
.Vb 2
\& chance of adding a body part
\& (default: 1, range: 0\-100)
.Ve
.IP "\fB\-\-body_percentmutateeffectchangecolor\fR num" 4
.IX Item "--body_percentmutateeffectchangecolor num"
.Vb 2
\& chance of changing body color
\& (default: 1, range: 0\-100)
.Ve
.IP "\fB\-\-body_percentmutateeffectchangecolor_slightly\fR num" 4
.IX Item "--body_percentmutateeffectchangecolor_slightly num"
.Vb 2
\& chance of changing body color
\& (default: 5, range: 0\-100)
.Ve
.IP "\fB\-\-body_percentmutateeffectchangeconstraintangles\fR num" 4
.IX Item "--body_percentmutateeffectchangeconstraintangles num"
.Vb 2
\& chance of changing a joints position angles
\& (default: 1, range: 0\-100)
.Ve
.IP "\fB\-\-body_percentmutateeffectchangeconstraintangles_slightly\fR num" 4
.IX Item "--body_percentmutateeffectchangeconstraintangles_slightly num"
.Vb 2
\& chance of changing a joints position angles
\& (default: 5, range: 0\-100)
.Ve
.IP "\fB\-\-body_percentmutateeffectchangeconstraintlimits\fR num" 4
.IX Item "--body_percentmutateeffectchangeconstraintlimits num"
.Vb 2
\& chance of changing a joints motion limits
\& (default: 1, range: 0\-100)
.Ve
.IP "\fB\-\-body_percentmutateeffectchangeconstraintlimits_slightly\fR num" 4
.IX Item "--body_percentmutateeffectchangeconstraintlimits_slightly num"
.Vb 2
\& chance of slightly changing a joints motion limits
\& (default: 5, range: 0\-100)
.Ve
.IP "\fB\-\-body_percentmutateeffectchangeconstraintposition\fR num" 4
.IX Item "--body_percentmutateeffectchangeconstraintposition num"
.Vb 2
\& chance of changing a joints position
\& (default: 1, range: 0\-100)
.Ve
.IP "\fB\-\-body_percentmutateeffectchangeconstraintposition_slightly\fR num" 4
.IX Item "--body_percentmutateeffectchangeconstraintposition_slightly num"
.Vb 2
\& chance of slightly changing a joints position
\& (default: 5, range: 0\-100)
.Ve
.IP "\fB\-\-body_percentmutateeffectremovebodypart\fR num" 4
.IX Item "--body_percentmutateeffectremovebodypart num"
.Vb 2
\& chance of removing a body part
\& (default: 1, range: 0\-100)
.Ve
.IP "\fB\-\-body_percentmutateeffectrepositionhead\fR num" 4
.IX Item "--body_percentmutateeffectrepositionhead num"
.Vb 2
\& chance of repositioning head
\& (default: 5, range: 0\-100)
.Ve
.IP "\fB\-\-body_percentmutateeffectresizebodypart\fR num" 4
.IX Item "--body_percentmutateeffectresizebodypart num"
.Vb 2
\& chance of resizing a body part
\& (default: 1, range: 0\-100)
.Ve
.IP "\fB\-\-body_percentmutateeffectresizebodypart_slightly\fR num" 4
.IX Item "--body_percentmutateeffectresizebodypart_slightly num"
.Vb 2
\& chance of slightly resizing a body part
\& (default: 5, range: 0\-100)
.Ve
.IP "\fB\-\-body_percentmutateeffectresizehead\fR num" 4
.IX Item "--body_percentmutateeffectresizehead num"
.Vb 2
\& chance of resizing a head
\& (default: 1, range: 0\-100)
.Ve
.IP "\fB\-\-body_percentmutateeffectresizehead_slightly\fR num" 4
.IX Item "--body_percentmutateeffectresizehead_slightly num"
.Vb 2
\& chance of slightly resizing a head
\& (default: 5, range: 0\-100)
.Ve
.IP "\fB\-\-brain_costfiringmotorneuron\fR num" 4
.IX Item "--brain_costfiringmotorneuron num"
.Vb 2
\& cost of firing a motor neuron
\& (default: 100, range: 0\-1000000)
.Ve
.IP "\fB\-\-brain_costfiringneuron\fR num" 4
.IX Item "--brain_costfiringneuron num"
.Vb 2
\& cost of firing a neuron
\& (default: 10, range: 0\-1000000)
.Ve
.IP "\fB\-\-brain_costhavingneuron\fR num" 4
.IX Item "--brain_costhavingneuron num"
.Vb 2
\& cost of having a neuron (1/100000 energy)
\& (default: 50, range: 0\-1000000)
.Ve
.IP "\fB\-\-brain_costhavingsynapse\fR num" 4
.IX Item "--brain_costhavingsynapse num"
.Vb 2
\& cost of having a synapse
\& (default: 1, range: 0\-1000000)
.Ve
.IP "\fB\-\-brain_maxdendridicbranches\fR num" 4
.IX Item "--brain_maxdendridicbranches num"
.Vb 2
\& maximum number of dendrites per neuron
\& (default: 3, range: 1\-1000000)
.Ve
.IP "\fB\-\-brain_maxfiringthreshold\fR num" 4
.IX Item "--brain_maxfiringthreshold num"
.Vb 2
\& maximum firingthreshold of a neuron
\& (default: 10, range: 1\-1000000)
.Ve
.IP "\fB\-\-brain_maxmutations\fR num" 4
.IX Item "--brain_maxmutations num"
.Vb 2
\& maximum mutations on a brain mutant
\& (default: 10, range: 1\-1000000)
.Ve
.IP "\fB\-\-brain_maxneurons\fR num" 4
.IX Item "--brain_maxneurons num"
.Vb 2
\& maximum neurons per critter
\& (default: 1000, range: 1\-1000000)
.Ve
.IP "\fB\-\-brain_maxneuronsatbuildtime\fR num" 4
.IX Item "--brain_maxneuronsatbuildtime num"
.Vb 2
\& maximum neurons for a new critter
\& (default: 200, range: 1\-1000000)
.Ve
.IP "\fB\-\-brain_maxplasticitystrengthen\fR num" 4
.IX Item "--brain_maxplasticitystrengthen num"
.Vb 2
\& maximum weight by which plastic synapses strengthen
\& (default: 1000, range: 1\-1000000)
.Ve
.IP "\fB\-\-brain_maxplasticityweaken\fR num" 4
.IX Item "--brain_maxplasticityweaken num"
.Vb 2
\& maximum weight by which plastic synapses weaken
\& (default: 10000, range: 1\-1000000)
.Ve
.IP "\fB\-\-brain_maxsynapses\fR num" 4
.IX Item "--brain_maxsynapses num"
.Vb 2
\& maximum synapses per neuron
\& (default: 100, range: 1\-1000000)
.Ve
.IP "\fB\-\-brain_maxsynapsesatbuildtime\fR num" 4
.IX Item "--brain_maxsynapsesatbuildtime num"
.Vb 2
\& maximum synapses for a new neuron of a new critter
\& (default: 40, range: 1\-1000000)
.Ve
.IP "\fB\-\-brain_minfiringthreshold\fR num" 4
.IX Item "--brain_minfiringthreshold num"
.Vb 2
\& minimum firingthreshold of a neuron
\& (default: 2, range: 1\-1000000)
.Ve
.IP "\fB\-\-brain_minneuronsatbuildtime\fR num" 4
.IX Item "--brain_minneuronsatbuildtime num"
.Vb 2
\& minimum neurons for a new critter
\& (default: 50, range: 1\-1000000)
.Ve
.IP "\fB\-\-brain_minplasticitystrengthen\fR num" 4
.IX Item "--brain_minplasticitystrengthen num"
.Vb 2
\& minimum weight by which plastic synapses strengthen
\& (default: 100, range: 1\-1000000)
.Ve
.IP "\fB\-\-brain_minplasticityweaken\fR num" 4
.IX Item "--brain_minplasticityweaken num"
.Vb 2
\& minimum weight by which plastic synapses weaken
\& (default: 1000, range: 1\-1000000)
.Ve
.IP "\fB\-\-brain_minsynapses\fR num" 4
.IX Item "--brain_minsynapses num"
.Vb 2
\& minimum synapses per neuron
\& (default: 1, range: 1\-1000000)
.Ve
.IP "\fB\-\-brain_minsynapsesatbuildtime\fR num" 4
.IX Item "--brain_minsynapsesatbuildtime num"
.Vb 2
\& minimum synapses for a new neuron
\& (default: 1, range: 1\-1000000)
.Ve
.IP "\fB\-\-brain_mutate_maxdendridicbranches\fR num" 4
.IX Item "--brain_mutate_maxdendridicbranches num"
.Vb 2
\& mutate this value
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-brain_mutate_maxfiringthreshold\fR num" 4
.IX Item "--brain_mutate_maxfiringthreshold num"
.Vb 2
\& mutate this value
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-brain_mutate_minfiringthreshold\fR num" 4
.IX Item "--brain_mutate_minfiringthreshold num"
.Vb 2
\& mutate this value
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-brain_mutate_mutateeffects\fR num" 4
.IX Item "--brain_mutate_mutateeffects num"
.Vb 2
\& mutate mutation effects
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-brain_mutate_percentchanceconsistentsynapses\fR num" 4
.IX Item "--brain_mutate_percentchanceconsistentsynapses num"
.Vb 2
\& mutate this value
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-brain_mutate_percentchanceinhibitoryneuron\fR num" 4
.IX Item "--brain_mutate_percentchanceinhibitoryneuron num"
.Vb 2
\& mutate this value
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-brain_mutate_percentchanceinhibitorysynapses\fR num" 4
.IX Item "--brain_mutate_percentchanceinhibitorysynapses num"
.Vb 2
\& mutate this value
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-brain_mutate_percentchancemotorneuron\fR num" 4
.IX Item "--brain_mutate_percentchancemotorneuron num"
.Vb 2
\& mutate this value
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-brain_mutate_percentchanceplasticneuron\fR num" 4
.IX Item "--brain_mutate_percentchanceplasticneuron num"
.Vb 2
\& mutate this value
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-brain_mutate_percentchancesensorysynapse\fR num" 4
.IX Item "--brain_mutate_percentchancesensorysynapse num"
.Vb 2
\& mutate this value
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-brain_mutate_plasticityfactors\fR num" 4
.IX Item "--brain_mutate_plasticityfactors num"
.Vb 2
\& mutate min/max plasticity values
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-brain_mutationrate\fR num" 4
.IX Item "--brain_mutationrate num"
.Vb 2
\& percentage of newborns that mutate brains
\& (default: 10, range: 0\-100)
.Ve
.IP "\fB\-\-brain_percentchanceconsistentsynapses\fR num" 4
.IX Item "--brain_percentchanceconsistentsynapses num"
.Vb 2
\& percent chance a neurons synapses are all inhibitory or excitatory
\& (default: 0, range: 0\-100)
.Ve
.IP "\fB\-\-brain_percentchanceinhibitoryneuron\fR num" 4
.IX Item "--brain_percentchanceinhibitoryneuron num"
.Vb 2
\& percent chance a neuron is inhibotory
\& (default: 50, range: 0\-100)
.Ve
.IP "\fB\-\-brain_percentchanceinhibitorysynapses\fR num" 4
.IX Item "--brain_percentchanceinhibitorysynapses num"
.Vb 2
\& percent chance a synapse is inhibitory
\& (default: 50, range: 0\-100)
.Ve
.IP "\fB\-\-brain_percentchancemotorneuron\fR num" 4
.IX Item "--brain_percentchancemotorneuron num"
.Vb 2
\& percent chance a neuron is a motor neuron
\& (default: 50, range: 0\-100)
.Ve
.IP "\fB\-\-brain_percentchanceplasticneuron\fR num" 4
.IX Item "--brain_percentchanceplasticneuron num"
.Vb 2
\& percent chance a neuron has plastic synapses
\& (default: 20, range: 0\-100)
.Ve
.IP "\fB\-\-brain_percentchancesensorysynapse\fR num" 4
.IX Item "--brain_percentchancesensorysynapse num"
.Vb 2
\& percent change a synapse connects to an input
\& (default: 20, range: 0\-100)
.Ve
.IP "\fB\-\-brain_percentmutateeffectaddneuron\fR num" 4
.IX Item "--brain_percentmutateeffectaddneuron num"
.Vb 2
\& chance of adding a neuron
\& (default: 1, range: 0\-100)
.Ve
.IP "\fB\-\-brain_percentmutateeffectaddsynapse\fR num" 4
.IX Item "--brain_percentmutateeffectaddsynapse num"
.Vb 2
\& chance of adding a synapse
\& (default: 5, range: 0\-100)
.Ve
.IP "\fB\-\-brain_percentmutateeffectaltermutable\fR num" 4
.IX Item "--brain_percentmutateeffectaltermutable num"
.Vb 2
\& mutate value of a mutatable option
\& (default: 1, range: 0\-100)
.Ve
.IP "\fB\-\-brain_percentmutateeffectalterneuron\fR num" 4
.IX Item "--brain_percentmutateeffectalterneuron num"
.Vb 2
\& chance of altering a neuron
\& (default: 2, range: 0\-100)
.Ve
.IP "\fB\-\-brain_percentmutateeffectremoveneuron\fR num" 4
.IX Item "--brain_percentmutateeffectremoveneuron num"
.Vb 2
\& chance of removing a neuron
\& (default: 1, range: 0\-100)
.Ve
.IP "\fB\-\-brain_percentmutateeffectremovesynapse\fR num" 4
.IX Item "--brain_percentmutateeffectremovesynapse num"
.Vb 2
\& chance of removing a synapse
\& (default: 5, range: 0\-100)
.Ve
.IP "\fB\-\-camerasensitivity\fR num" 4
.IX Item "--camerasensitivity num"
.Vb 2
\& sensitivity of the camera
\& (default: 20, range: 1\-1000)
.Ve
.IP "\fB\-\-colormode\fR num" 4
.IX Item "--colormode num"
.Vb 2
\& colors genetically exact critters identically
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-critter_autoexchangeinterval\fR num" 4
.IX Item "--critter_autoexchangeinterval num"
.Vb 2
\& save critters every n seconds
\& (default: 0, range: 0\-1000000)
.Ve
.IP "\fB\-\-critter_autosaveinterval\fR num" 4
.IX Item "--critter_autosaveinterval num"
.Vb 2
\& save critters every n seconds
\& (default: 0, range: 0\-1000000)
.Ve
.IP "\fB\-\-critter_enableomnivores\fR num" 4
.IX Item "--critter_enableomnivores num"
.Vb 2
\& enables critters to eat each other
\& (default: 1, range: 0\-1)
.Ve
.IP "\fB\-\-critter_insertevery\fR num" 4
.IX Item "--critter_insertevery num"
.Vb 2
\& inserts a random critter every n frames
\& (default: 0, range: 0\-1000000)
.Ve
.IP "\fB\-\-critter_killhalfat\fR num" 4
.IX Item "--critter_killhalfat num"
.Vb 2
\& kill 50% of critters if population reaches n
\& (default: 120, range: 2\-1000000)
.Ve
.IP "\fB\-\-critter_maxenergy\fR num" 4
.IX Item "--critter_maxenergy num"
.Vb 2
\& maximum amount of energy a critter has
\& (default: 5000, range: 1\-1000000)
.Ve
.IP "\fB\-\-critter_maxlifetime\fR num" 4
.IX Item "--critter_maxlifetime num"
.Vb 2
\& maximum number of frames a critter lives
\& (default: 40000, range: 1\-1000000)
.Ve
.IP "\fB\-\-critter_minenergyproc\fR num" 4
.IX Item "--critter_minenergyproc num"
.Vb 2
\& energy a critters needs to procreate
\& (default: 3000, range: 1\-1000000)
.Ve
.IP "\fB\-\-critter_procinterval\fR num" 4
.IX Item "--critter_procinterval num"
.Vb 2
\& minimum frames between procreations
\& (default: 20, range: 1\-1000000)
.Ve
.IP "\fB\-\-critter_raycastvision\fR num" 4
.IX Item "--critter_raycastvision num"
.Vb 2
\& use raycast vision instead of opengl
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-critter_retinasize\fR num" 4
.IX Item "--critter_retinasize num"
.Vb 2
\& size of a critters eye retina
\& (default: 8, range: 1\-1000)
.Ve
.IP "\fB\-\-critter_sightrange\fR num" 4
.IX Item "--critter_sightrange num"
.Vb 2
\& distance a critter can see (10 = 1 worldsize)
\& (default: 70, range: 1\-1000000)
.Ve
.IP "\fB\-\-critter_startenergy\fR num" 4
.IX Item "--critter_startenergy num"
.Vb 2
\& energy a new critter (adam) starts with
\& (default: 3000, range: 1\-1000000)
.Ve
.IP "\fB\-\-drawscene\fR num" 4
.IX Item "--drawscene num"
.Vb 2
\& draw the scene
\& (default: 1, range: 0\-1)
.Ve
.IP "\fB\-\-energy\fR num" 4
.IX Item "--energy num"
.Vb 2
\& energy in the system by number of food cubes
\& (default: 400, range: 0\-1000000)
.Ve
.IP "\fB\-\-exit_if_empty\fR num" 4
.IX Item "--exit_if_empty num"
.Vb 2
\& exit simulation if there are no critters
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-food_maxenergy\fR num" 4
.IX Item "--food_maxenergy num"
.Vb 2
\& maximum amount of energy a food unit has
\& (default: 1500, range: 1\-1000000)
.Ve
.IP "\fB\-\-food_maxlifetime\fR num" 4
.IX Item "--food_maxlifetime num"
.Vb 2
\& maximum number of frames a food unit exists
\& (default: 40000, range: 1\-1000000)
.Ve
.IP "\fB\-\-food_size\fR num" 4
.IX Item "--food_size num"
.Vb 2
\& size of a food unit
\& (default: 200, range: 1\-1000000)
.Ve
.IP "\fB\-\-fpslimit\fR num" 4
.IX Item "--fpslimit num"
.Vb 2
\& frames per second for the fps limiter
\& (default: 30, range: 1\-1000)
.Ve
.IP "\fB\-\-fsX\fR num" 4
.IX Item "--fsX num"
.Vb 2
\& fullscreen resolution X
\& (default: 800, range: 1\-1000000)
.Ve
.IP "\fB\-\-fsY\fR num" 4
.IX Item "--fsY num"
.Vb 2
\& fullscreen resolution Y
\& (default: 600, range: 1\-1000000)
.Ve
.IP "\fB\-\-fullscreen\fR num" 4
.IX Item "--fullscreen num"
.Vb 2
\& enable fullscreen mode
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-headless\fR num" 4
.IX Item "--headless num"
.Vb 2
\& do not open gl context
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-killhalf_decrenergypct\fR num" 4
.IX Item "--killhalf_decrenergypct num"
.Vb 2
\& decrease energy by n percent when killhalfat triggers
\& (default: 1, range: 0\-100)
.Ve
.IP "\fB\-\-killhalf_decrmaxlifetimepct\fR num" 4
.IX Item "--killhalf_decrmaxlifetimepct num"
.Vb 2
\& decrease critter_maxlifetime by n when killhalfat triggers
\& (default: 0, range: 0\-100)
.Ve
.IP "\fB\-\-killhalf_incrworldsizeX\fR num" 4
.IX Item "--killhalf_incrworldsizeX num"
.Vb 2
\& increase worldsizeX by n when killhalfat triggers
\& (default: 0, range: 0\-100)
.Ve
.IP "\fB\-\-killhalf_incrworldsizeY\fR num" 4
.IX Item "--killhalf_incrworldsizeY num"
.Vb 2
\& increase worldsizeY by n when killhalfat triggers
\& (default: 0, range: 0\-100)
.Ve
.IP "\fB\-\-mincritters\fR num" 4
.IX Item "--mincritters num"
.Vb 2
\& minimum number of critters
\& (default: 10, range: 0\-1000)
.Ve
.IP "\fB\-\-race\fR num" 4
.IX Item "--race num"
.Vb 2
\& enable race simulation
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-retinasperrow\fR num" 4
.IX Item "--retinasperrow num"
.Vb 2
\& number of vision retinas to stack per row onscreen
\& (default: 20, range: 1\-1000)
.Ve
.IP "\fB\-\-roundworld\fR num" 4
.IX Item "--roundworld num"
.Vb 2
\& enable round planet
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-startseed\fR num" 4
.IX Item "--startseed num"
.Vb 2
\& enable fullscreen mode
\& (default: 0, range: 0\-4000000000)
.Ve
.IP "\fB\-\-testworld\fR num" 4
.IX Item "--testworld num"
.Vb 2
\& a world for test purposes
\& (default: 0, range: 0\-1)
.Ve
.IP "\fB\-\-threads\fR num" 4
.IX Item "--threads num"
.Vb 2
\& threads to use
\& (default: 1, range: 1\-16)
.Ve
.IP "\fB\-\-worldsizeX\fR num" 4
.IX Item "--worldsizeX num"
.Vb 2
\& size of the world along axis X
\& (default: 23, range: 1\-5000)
.Ve
.IP "\fB\-\-worldsizeY\fR num" 4
.IX Item "--worldsizeY num"
.Vb 2
\& size of the world along axis Y
\& (default: 13, range: 1\-5000)
.Ve
.IP "\fB\-\-worldwalls\fR num" 4
.IX Item "--worldwalls num"
.Vb 2
\& enable walls around the world
\& (default: 1, range: 0\-1)
.Ve
.SH "SEE ALSO"
.IX Header "SEE ALSO"
.Vb 1
\& http://critterding.sourceforge.net/
.Ve
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