[ ] collision detection [ ] load the models on the server [ ] the server sends the ship models to the clients [✓] toroidal warping [✓] respect bullets's ttl [✓] communicate this event to the clients (δ: fired 1 → 0) [✓] explode when the time comes [ ] fuel consumption [ ] hyperjump [ ] minskytron effect [ ] engine damage on every jump [ ] nozzle exhaust plume rendering [✓] different screens for each game state [✓] intro [✓] connecting to server [✓] waiting for a player [✓] main game [ ] keep a score [ ] manage health > related to hyperjump and the increasing likelihood of its destroying the ship. [ ] reduce the amount of data sent on every NSsimstate packet [✓] only send the fired bullets [ ] bit packing [?] the client must try to connect continously > there's an error in the udp stack that doesn't allow the client to receive packets if run before the server is up. [ ] more realistic DEC Type 30 CRT emulation [ ] the right colors (fg: 0x3daaf7, fgblur: 0x0063eb, bg0: 0x79cc3e, bg1: 0x7eba1e) [ ] the right decay function [✓] work with PNG files instead of 9 pics > big compressed image(6) files can't be used because of the iounit limits.