michaeldavies.com.au valuation and analysis

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# START YOAST BLOCK # --------------------------- User-agent: * Disallow: Sitemap: http://michaeldavies.com.au/sitemap_index.xml # --------------------------- # END YOAST
Meta Tags
Title Michael Davies - Video games, software engineering and other
Description Nerd blog of Michael Davies, senior software engineer and director of Melbourne-based video game startup Space Dust
Keywords N/A
Server Information
WebSite michaeldavies faviconmichaeldavies.com.au
Host IP 66.33.208.78
Location United States
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michaeldavies.com.au Valuation
US$955
Last updated: 2023-05-07 14:23:59

michaeldavies.com.au has Semrush global rank of 0. michaeldavies.com.au has an estimated worth of US$ 955, based on its estimated Ads revenue. michaeldavies.com.au receives approximately 110 unique visitors each day. Its web server is located in United States, with IP address 66.33.208.78. According to SiteAdvisor, michaeldavies.com.au is safe to visit.

Traffic & Worth Estimates
Purchase/Sale Value US$955
Daily Ads Revenue US$0
Monthly Ads Revenue US$26
Yearly Ads Revenue US$317
Daily Unique Visitors 7
Note: All traffic and earnings values are estimates.
DNS Records
Host Type TTL Data
michaeldavies.com.au. A 900 IP: 66.33.208.78
michaeldavies.com.au. NS 14400 NS Record: ns3.dreamhost.com.
michaeldavies.com.au. NS 14400 NS Record: ns1.dreamhost.com.
michaeldavies.com.au. NS 14400 NS Record: ns2.dreamhost.com.
michaeldavies.com.au. MX 900 MX Record: 0 mx2.mailchannels.net.
michaeldavies.com.au. MX 900 MX Record: 0 mx1.mailchannels.net.
michaeldavies.com.au. TXT 900 TXT Record: v=spf1 mx include:netblocks.dreamhost.com include:relay.mailchannels.net -all
HtmlToTextCheckTime:2023-05-07 14:23:59
Michael Davies Video games, software engineering and other nerdiness Menu Projects Polywarp Spaceship Generator Obliteracers Moonz Trickery Collective Butter Party Aural Probe Asteroids 3D Maximum Overdrive Contact Twitter LinkedIn GitHub Introducing Polywarp: a free minimal game about rhythm and geometry for iOS/Android I’ve had some downtime recently so challenged myself to make a mobile game in four weeks. This meant working to my strengths (code, music, procedural generation, UI) and avoiding my weaknesses (modelling, texturing, animation). It also meant I had to be very strict on the scope of the game, which ruled out pretty much all genres except arcade/action, and meant I had to avoid complex features like multiplayer and localization (although I may add the latter if it gains popularity). I prototyped some ideas in Unity , and zoned in on using 2D flat-shaded polygons to create a singleplayer rhythm/timing game. For metagame progression, added unlockable psychedelic colour
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