dwlt.net Report : Visit Site


  • Server:GitHub.com...

    The main IP address: dwlt.net,Your server , ISP:  TLD:net CountryCode:

    The description :blogging as external memory: it’s what i once called the “simcity” model of growing. i used to often play the game years ago. i would take two …...

    This report updates in 16-Jun-2018

Created Date:2003-02-18
Changed Date:2017-03-12

Technical data of the dwlt.net


Geo IP provides you such as latitude, longitude and ISP (Internet Service Provider) etc. informations. Our GeoIP service found where is host dwlt.net. Currently, hosted in and its service provider is .

Latitude:
Longitude:
Country: ()
City:
Region:
ISP:

HTTP Header Analysis


HTTP Header information is a part of HTTP protocol that a user's browser sends to called GitHub.com containing the details of what the browser wants and will accept back from the web server.

X-Timer:S1529120309.791410,VS0,VE20
Content-Length:10379
Via:1.1 varnish
X-Cache:MISS
Content-Encoding:gzip
X-GitHub-Request-Id:A390:09FC:59B4802:782A888:5B248634
Accept-Ranges:bytes
Expires:Sat, 16 Jun 2018 03:48:28 GMT
Vary:Accept-Encoding
Server:GitHub.com
Last-Modified:Thu, 12 Mar 2015 14:39:05 GMT
Connection:keep-alive
X-Served-By:cache-jfk8139-JFK
X-Cache-Hits:0
Cache-Control:max-age=600
Date:Sat, 16 Jun 2018 03:38:28 GMT
Access-Control-Allow-Origin:*
X-Fastly-Request-ID:84ee6752c41ecfa9010ddc0ee7013766db954af3
Content-Type:text/html; charset=utf-8
Age:0

DNS

soa:dns1.registrar-servers.com. hostmaster.registrar-servers.com. 2015070800 43200 3600 604800 3601
ns:dns1.registrar-servers.com.
dns2.registrar-servers.com.
dns3.registrar-servers.com.
dns4.registrar-servers.com.
dns5.registrar-servers.com.
mx:MX preference = 10, mail exchanger = aspmx2.googlemail.com.
MX preference = 10, mail exchanger = aspmx3.googlemail.com.
MX preference = 5, mail exchanger = alt1.aspmx.l.google.com.
MX preference = 1, mail exchanger = aspmx.l.google.com.
MX preference = 5, mail exchanger = alt2.aspmx.l.google.com.

HtmlToText

rss home archives ludometrics made in scotland natural approach mar 12 th , 2015 blogging as external memory: it’s what i once called the “simcity” model of growing. i used to often play the game years ago. i would take two approaches. one was to use the “funds” cheat to get all the money i needed to build everything at once. but in doing this, i often found my cities built that way didn’t thrive. instead, naturally growing my city slowly over time allowed it to stablize and do well. danny sullivan after gigaom, the non-vc “simcity” approach to growing a media business the most amazing thing about getting to go to ted was discovering that all the people i admire are farmers. the doctors and dna-researchers and dancers and chocolate-makers and oceanographers and cosmologists and investors all have one thing in common: they are total nerds. they work on the thing they love literally all the time. you can’t talk to them without talking about their passion. wil shipley success, and farming vs. mining on time dec 16 th , 2014 if we are going to ask people, in the form of our products, in the form of the things we make, to spend their heartbeats—if we are going to ask them to spend their heartbeats on us, on our ideas, how can we be sure, far more sure than we are now, that they spend those heartbeats wisely? paul ford 10 timeframes what would feel arrogant to me would be asking you to spend 10 or 12 hours of your time a year watching my shit, and delivering something where we didn’t hold that time precious. david simon arrogant? moi? genre lineage dec 11 th , 2014 “don’t follow in the footsteps of the ancient masters; seek what they sought.” matsuo bashō in my previous post , i made reference to films “quoting” other films, which made me think of some advice i’ve heard given to musicians several times: find out who your influences listened to; who influenced them? and then find out who influenced those influencers, tracing the lineage of your music. the same should be true for game makers – what games influence you? who made them? who and what influenced those makers? what were they trying to achieve? doing so can be a vital way of understanding your genre, what you’re building on, what’s come before, and what you can make of it now: your own thing, with reference to what’s gone before. nostalgia is underrated dec 3 rd , 2014 a comment i’ve often seen or heard from “gamers of a certain vintage” is something along the lines of “ when i go back to the games of my youth, i’m always disappointed. some things are best left with positive memories. ” i certainly understand and have experienced that sentiment, but i also think it’s missing the point. watching the recent documentary on jim marshall and the invention of the iconic amp ( play it loud ), pete townsend talks about john lee hooker putting a mic inside the guitar to achieve distortion on a track called devil’s jump in ~1949. the recording of it isn’t what you’d call high fidelity, and i can’t imagine how the audience of the time reacted. it’s influence is undoubted, though, and i can understand that. similarly, the effects in movies will almost never have the same impact on today’s viewers compared with the original audience. for example, the arrival of a train , a 1 minute film of a train coming straight at the camera and the legend holding that the audience ran screaming for cover, or 1953’s the thing from another world – terrifying for the time, by all accounts, yet laughably tame by modern-day standards. in mark cousins’ amazing documentary series the story of film , he regularly refers to newer films “quoting” scenes and imagery from older films. compare the design of c3po with maria, the robot from metropolis , or the entire end-scene of reservoir dogs taken almost shot-for-shot and action-for-action from an 80s hong kong movie. going back to games made 30 years ago and being “disappointed” shouldn’t be surprising, because you’re measuring them by the standards of today. revisiting older games should be about inspiration, reminding yourself of those positive memories, and for figuring out how you can make games that make you feel that way again (or why the games you play now don’t make you feel that way). kindness dec 2 nd , 2014 paul graham’s mean people fail : it struck me recently how few of the most successful people i know are mean. there are exceptions, but remarkably few. the essay reminded me of george saunders’ convocation speech i’ve been meaning to post for ages (expanded on in congratulations, by the way , i believe). since it’s also his birthday today, i figured now was as good a time as any to do so: so here’s something i know to be true, although it’s a little corny, and i don’t quite know what to do with it: what i regret most in my life are failures of kindness. those moments when another human being was there, in front of me, suffering, and i responded … sensibly. reservedly. mildly. take it out oct 20 th , 2014 my rule for designing a game is that anything i can take out of the game, i take out, as long as it doesn’t undermine the base part alan r. moon alan r moon, railroad tycoon recent reading oct 14 th , 2014 troll slayer , rebecca mead’s profile of mary beard in the new yorker earlier this year: “it doesn’t much matter what line of argument you take as a woman. if you venture into traditional male territory, the abuse comes anyway. it’s not what you say that prompts it—it’s the fact that you are saying it.” mary beard the definitive history of the west wing : when we were doing the show our goal was nothing grander than to entertain you for however long we’d asked for your attention. aaron sorkin steven johnson (one of my favourite writers) interviewed bill gates about his foundation: and so i think the idea that people are worried about problems, like climate change or terrorism or these challenges of the future, that’s okay. but boy, they really lose perspective of what’s happened over the last few hundred years. and how science and innovation have been a central factor of that. bill gates how bill gates thinks this article is the best insight i’ve found into how vc for software companies works: unfortunately software startups have the opposite characteristics of what tom perkins taught the vc industry to look for. software companies have relatively low technical risk and high market risk. you know the company could deliver its product. the question was would anyone want to buy it. as i said before, market risk is generally not worth taking, so the intelligent vcs had to change their business model. andy rachleff demystifying venture capital economics, part 2 hepworth’s law of improvement oct 7 th , 2014 saving this for future use, from david hepworth (emphasis his): there’s improvement, then there’s the kind of improvement which is recognised by the user and finally there’s the kind of improvement which is both recognised and valued by the user. blizzard’s design rules jul 7 th , 2014 with the news that rob pardo is leaving blizzard , it reminded me i collected his “top ten” design rules from blizzard at a talk he gave at gdc 2010 and never posted them. there are probably more detailed write-ups elsewhere, but here they are in bullet form: gameplay first concentrate on the fun art, design, programming all in the service of fun design isn’t more important than others easy to learn, difficult to master simple mechanics to begin with easly play actually: easy to learn, almost impossible to master provide lots of depth trying to build depth first – harder and takes longers do multiplayer first, then singleplayer accessibility second what is the fantasy? what is the expectation? where is the fun in that? make everything overpowered take everything to 11 every unit, class should feel unstoppable doesn’t cost anything to make something epic applies to story and world too avoid balancing to mediocrity celebrate big differences in the game concentrated coolness make each featur

URL analysis for dwlt.net


http://www.dwlt.net///blog/page/2/
http://www.dwlt.net///blog/2011/05/23/popcaps-hidden-gems/
http://www.dwlt.net///blog/2014/10/14/recent-reading/
http://www.dwlt.net///blog/2014/12/16/on-time/
http://www.dwlt.net///blog/2014/12/11/genre-lineage/
http://www.dwlt.net///blog/2010/09/21/the-scale-of-the-problem/
http://www.dwlt.net///blog/2012/08/06/were-not-famous-any-more/
http://www.dwlt.net///blog/2011/08/17/sacrificing-ip/
http://www.dwlt.net///blog/2015/03/12/natural-approach/
http://www.dwlt.net///blog/2014/12/02/kindness/
http://www.dwlt.net///blog/2012/08/03/casual-connect-2012-and-selfish-creativity/
http://www.dwlt.net///blog/2014/05/01/in-production/
http://www.dwlt.net///blog/2014/12/03/nostalgia-is-underrated/
http://www.dwlt.net///blog/2014/07/07/blizzards-design-rules/
http://www.dwlt.net///blog/2014/10/20/take-it-out/
denki.co.uk
amazon.co.uk
bbc.co.uk
whatsheonaboutnow.blogspot.co.uk

Whois Information


Whois is a protocol that is access to registering information. You can reach when the website was registered, when it will be expire, what is contact details of the site with the following informations. In a nutshell, it includes these informations;

Domain Name: DWLT.NET
Registry Domain ID: 95050118_DOMAIN_NET-VRSN
Registrar WHOIS Server: whois.enom.com
Registrar URL: http://www.enom.com
Updated Date: 2017-03-12T22:58:06Z
Creation Date: 2003-02-18T13:34:41Z
Registry Expiry Date: 2019-02-18T13:34:41Z
Registrar: eNom, Inc.
Registrar IANA ID: 48
Registrar Abuse Contact Email:
Registrar Abuse Contact Phone:
Domain Status: clientTransferProhibited https://icann.org/epp#clientTransferProhibited
Name Server: DNS1.REGISTRAR-SERVERS.COM
Name Server: DNS2.REGISTRAR-SERVERS.COM
DNSSEC: unsigned
URL of the ICANN Whois Inaccuracy Complaint Form: https://www.icann.org/wicf/
>>> Last update of whois database: 2017-09-07T01:05:21Z <<<

For more information on Whois status codes, please visit https://icann.org/epp

NOTICE: The expiration date displayed in this record is the date the
registrar's sponsorship of the domain name registration in the registry is
currently set to expire. This date does not necessarily reflect the expiration
date of the domain name registrant's agreement with the sponsoring
registrar. Users may consult the sponsoring registrar's Whois database to
view the registrar's reported date of expiration for this registration.

TERMS OF USE: You are not authorized to access or query our Whois
database through the use of electronic processes that are high-volume and
automated except as reasonably necessary to register domain names or
modify existing registrations; the Data in VeriSign Global Registry
Services' ("VeriSign") Whois database is provided by VeriSign for
information purposes only, and to assist persons in obtaining information
about or related to a domain name registration record. VeriSign does not
guarantee its accuracy. By submitting a Whois query, you agree to abide
by the following terms of use: You agree that you may use this Data only
for lawful purposes and that under no circumstances will you use this Data
to: (1) allow, enable, or otherwise support the transmission of mass
unsolicited, commercial advertising or solicitations via e-mail, telephone,
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Whois database for failure to abide by these terms of use. VeriSign
reserves the right to modify these terms at any time.

The Registry database contains ONLY .COM, .NET, .EDU domains and
Registrars.

  REGISTRAR eNom, Inc.

SERVERS

  SERVER net.whois-servers.net

  ARGS domain =dwlt.net

  PORT 43

  TYPE domain

DOMAIN

  NAME dwlt.net

  CHANGED 2017-03-12

  CREATED 2003-02-18

STATUS
clientTransferProhibited https://icann.org/epp#clientTransferProhibited

NSERVER

  DNS1.REGISTRAR-SERVERS.COM 216.87.155.33

  DNS2.REGISTRAR-SERVERS.COM 216.87.152.33

  REGISTERED yes

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Mistakes


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