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[ ] 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.