[ ] collision detection [✓] toroidal warping [ ] respect bullets's ttl [ ] communicate this event to the clients [ ] explode when the time comes [ ] fuel consumption [ ] hyperjump [ ] minskytron effect [ ] engine damage on every jump [ ] different screens for each game state [ ] intro [ ] connecting to server [ ] waiting for a player [ ] main game [ ] reduce the amount of data sent on every NSsimstate packet [?] 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.