From 20f1566a17a0f93e1210e425313d0fb1024a4aea Mon Sep 17 00:00:00 2001 From: Aleksey Kuznetsov Date: Fri, 3 May 2019 15:59:49 +0500 Subject: [PATCH] A typo: eary -> early --- 11/README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/11/README.md b/11/README.md index 391c3cf..fb84d54 100644 --- a/11/README.md +++ b/11/README.md @@ -17,7 +17,7 @@ We feel the air on our skin, the sun in our face. The world is such a vivid and The unpredictability of these textures could be called "random," but they don't look like the random we were playing with before. The “real world” is such a rich and complex place! How can we approximate this variety computationally? -This was the question [Ken Perlin](https://mrl.nyu.edu/~perlin/) was trying to solve in the eary 1980s when he was commissioned to generate more realistic textures for the movie "Tron." In response to that, he came up with an elegant *Oscar winning* noise algorithm. (No biggie.) +This was the question [Ken Perlin](https://mrl.nyu.edu/~perlin/) was trying to solve in the early 1980s when he was commissioned to generate more realistic textures for the movie "Tron." In response to that, he came up with an elegant *Oscar winning* noise algorithm. (No biggie.) ![Disney - Tron (1982)](tron.jpg)