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  2. Flat design - Wikipedia

    en.wikipedia.org/wiki/Flat_design

    Flat design has been criticized for making user interfaces unintuitive and less usable. By making all design elements (menus, buttons, links, etc.) flat, distinguishing what function an element serves may become more difficult, for example, determining whether an element is a button or an indicator.

  3. Jimmy Neutron: Boy Genius - Wikipedia

    en.wikipedia.org/wiki/Jimmy_Neutron:_Boy_Genius

    Texture painting was done via Adobe Photoshop, while compositing work was completed in Maya Fusion. [5] In addition to serving as executive producer, Alcorn was the film's lead character designer, and created actively simplistic and cartoonish designs in order to avoid overcomplicating production.

  4. Ericsson Texture Compression - Wikipedia

    en.wikipedia.org/wiki/Ericsson_Texture_Compression

    Ericsson Texture Compression (ETC) is a lossy texture compression technique developed in collaboration with Ericsson Research in early 2005. It was originally developed under the name iPACKMAN [ 1 ] and based on an earlier compression scheme called i PACKMAN .

  5. Aero (chocolate bar) - Wikipedia

    en.wikipedia.org/wiki/Aero_(chocolate_bar)

    They determined it was an overly simplistic method. [26] In 2011, Ford engineer Carsten Stake was inspired by the texture of Aero bars in a bid to reduce the weight of plastic engine covers in their Focus vehicles. The MuCell plastic is injected with gas bubbles during moulding, making a microscopic honeycomb-like structure that is twenty per ...

  6. First-person shooter - Wikipedia

    en.wikipedia.org/wiki/First-Person_Shooter

    The second game to use texture mapping was Ultima Underworld: The Stygian Abyss, a March 1992 action role-playing game by Looking Glass Technologies that featured a first-person viewpoint and an advanced graphics engine. In October 1990, id developer John Romero learned about texture mapping from a phone call to Paul Neurath.

  7. Animal Crossing: New Horizons - Wikipedia

    en.wikipedia.org/wiki/Animal_Crossing:_New_Horizons

    By leaving empty space and with a simplistic design, with simple graphics and little nature complexity, Takahashi explains how it would have the player attempt to fill in that gap with their own perspectives and ideas, called the "imagination gap", and further motivation to create their own designs and space with the features available.

  8. Hellcats over the Pacific - Wikipedia

    en.wikipedia.org/wiki/Hellcats_over_the_Pacific

    Hellcats over the Pacific is a combat flight simulation game for the Macintosh computer. It was written by Parsoft Interactive and released by Graphic Simulations in 1991. . Hellcats was a major release for the Mac platform, one of the first 3D games to be able to drive a 640 x 480 x 8-bit display at reasonable frame rates in an era when the PC clone's VGA at 320 x 240 x 4-bit was the st

  9. Portal 2 - Wikipedia

    en.wikipedia.org/wiki/Portal_2

    Portal 2 is a first-person perspective puzzle game. The player takes the role of Chell in the single-player campaign, as one of two robots—ATLAS and P-Body—in the cooperative campaign, or as a simplistic humanoid icon in community-developed puzzles.