05574nam 2200889 a 450 991108819760332120230505170616.09786613308450978128330845812833084529781849690539184969053710.0000/9781849690539(CKB)2550000000045393(EBL)948543(OCoLC)797917734(SSID)ssj0000648045(PQKBManifestationID)11940213(PQKBTitleCode)TC0000648045(PQKBWorkID)10597696(PQKB)10196438(WaSeSS)Ind00025667(Au-PeEL)EBL948543(CaPaEBR)ebr10496817(CaONFJC)MIL330845(PPN)228033209(OCoLC)761694363(OCoLC)ocn761694363 (FR-PaCSA)88851632(CaSebORM)9781849690522(MiAaPQ)EBC948543(FRCYB88851632)88851632(DE-B1597)722106(DE-B1597)9781849690539(iGPub)PACKT0003945(DE-B1597)BR1427594(OCoLC)1476831218(OCoLC)1476831218(EXLCZ)99255000000004539320111003d2011 uy 0engur|n|---|||||txtccrUnreal development kit 3 beginner's guide : a fun, quick, step-by-step buide to level design and creating your own game world /Richard Moore1st editionBirmingham, U.K. Packt Pub.20111 online resource (244 p.)Learn by doing: less theory, more results"Learn by doing : less theory, more results"--Cover.Includes index.9781849690522 1849690529 Includes index.Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Level Design HQ; Time for action - UDK download and installation; UDK folder structure; Time for action - launching the editor; Autosave; Content browser; Time for action - movement and rotation; Navigation; UDK; WASD key navigation; MAYA users; BSP; Why use BSP?; Can I use static meshes to create my map without using BSP?; Dominance of static meshes; Brushes only, no static meshes; Brushes and static meshes; Time for action - using BSP brushes and static meshesAdditive and subtractiveAdditive; Subtractive; Unreal scale and proportions; Grid snapping; Viewport options; Summary; Chapter 2: Hello UDK; Your first map; Time for action - setup, where to save the file, what to name it; Why CSG?; Time for action - the builder brush and our first cube; Subtractive; Brush Order; Time for action - geometry editing tool; Time for action - building our first room; Time for action - placing lights and a player start; Time for action - creating a hallway and a second room; Time for action - applying materials to CSG surfaces; Surface PropertiesTime for action - test map and add botsSummary; Chapter 3: Applying Lighting Effects; Directional lights; Point lights; Spotlights; Skylights; Time for action - different types of light; Point lights; Spotlights; Directional lights; Skylights; Time for action - lightmaps; Time for action - adjusting lightmaps on CSG surfaces; Time for action - lightmaps on static meshes; Summary; Chapter 4: Battling the Elements; Time for action - the basics; Time for action - add a new particle emitter; Time for action - the smoke example; Time for action - adding height fog; Setting parameters; UsesAtmospheric hazeLocalized fog; Dense haze; Time for action - creating the surface; Time for action - water volumes; Time for action - underwater; Summary; Chapter 5: Movement with Movers; Time for action - a basic elevator/door; Time for action - elevators UT style; Time for action - a continuously looping animation; Time for action - a continuously rotating animation; Time for action - attaching something; Summary; Chapter 6: Terrain; Time for action - your first terrain; Time for action - applying materials; Time for action - light mapping; SummaryChapter 7: Adding Gameplay Elements into your MapAdding gameplay elements; Time for action - naming your map; Time for action - adding a player start; Time for action - play in editor; Time for action - placing pickups; Time for action - placing weapons; Time for action - placing jump pads; Time for action - adding other game object types; Bot pathing; Time for action - adding path nodes; Summary; Chapter 8: Complex Event Sequences; Time for action - a simple sequence; Time for action - basic UIScene; Time for action - basic cut scene; Summary; Chapter 9: Materials; What is a material?Time for action - creating a new materialA fun, quick, step by step guide to level design and creating your own game world.Unreal development kit ThreeVideo gamesProgrammingUnrealScript (Computer program language)Video gamesProgramming.UnrealScript (Computer program language)006.37794.81526Moore Richard J102208MiAaPQMiAaPQMiAaPQBOOK9911088197603321Unreal development kit 34736275UNINA04549nam 2200697Ia 450 991114476300332120251117093034.00-262-30507-01-283-90641-40-262-30599-2ebc3339554(CKB)2670000000319473(EBL)3339554(SSID)ssj0000782703(PQKBManifestationID)12347027(PQKBTitleCode)TC0000782703(PQKBWorkID)10751831(PQKB)10824773(MiAaPQ)EBC3339554(OCoLC)961604092(OCoLC)822894364(OCoLC)826443238(OCoLC)962707495(OCoLC)1035786344(OCoLC)1055342490(OCoLC)1066559722(OCoLC)1081212980(OCoLC-P)961604092(MaCbMITP)9517(Au-PeEL)EBL3339554(CaPaEBR)ebr10640076(CaONFJC)MIL421891(OCoLC)822894364(EXLCZ)99267000000031947320120503d2013 uy 0engurcn|||||||||txtccrBanking the world empirical foundations of financial inclusion /edited by Robert Cull, Asli Demirguc-Kunt, and Jonathan Morduch1st ed.Cambridge, Mass. MIT Pressc20131 online resource (519 p.)Description based upon print version of record.0-262-01842-X Includes bibliographical references and index.Contents; 1 Introduction: Banking the World; I Where Are We Now?; 2 Half the World Is Unbanked; II Better Data; 3 Cause and Effect of Financial Access: Cross-Country Evidence from the FinScope Surveys; 4 How to Ask Households about Financial Services: Experimental Evidence from Ghana and Timor-Leste; 5 Going with the Flow: Measuring Financial Usage in Poor Households; III Creating Impact; 6 The Economic Impact of Expanding Access to Finance in Mexico; 7 Finance and Hunger: Empirical Evidence of the Agricultural Productivity Channel8 Entrepreneurial Finance in the Western Balkans: Characteristics of the Newly Self-Employed in Albania, Bosnia and Herzegovina, and Serbia IV Cautionary Tales; 9 The Impact of International Remittances on Income, Work Efforts, Poverty, and Inequality: Evidence from Vietnam Household Living Standard Surveys; 10 Mortgage Finance in Central and Eastern Europe - Opportunity or Burden?; V More than Products; 11 Measuring Personality Traits and Predicting Loan Default with Experiments and Surveys; 12 Valuing Financial Literacy; 13 Use of Biometric Technology in Developing Countries14 Accessing Credit from Banks, Microfinance Institutions, and Informal Groups: What Is the Role of Social Capital? VI Conclusion; 15 Ten Research Questions; Contributors; IndexAbout 2.5 billion adults, just over half the world's adult population, lack bank accounts. If we are to realize the goal of extending banking and other financial services to this vast "unbanked" population, we need to consider not only such product innovations as microfinance and mobile banking but also issues of data accuracy, impact assessment, risk mitigation, technology adaptation, financial literacy, and local context. In Banking the World, experts take up these topics, reporting on new research that will guide both policy makers and scholars in a broader push to extend financial markets. The contributors consider such topics as the complexity of surveying people about their use of financial services; evidence of the impact of financial services on income; the occasional negative effects of financial services on poor households, including disincentives to work and overindebtedness; and tools for improving access such as nontraditional credit scores, financial incentives for banking, and identification technologies that can dramatically reduce loan default rates.FinanceDeveloping countriesBanks and bankingDeveloping countriesFinancial institutionsDeveloping countriesFinanceBanks and bankingFinancial institutions332.109172/4Cull Robert J140582Demirguc-Kunt Asl1961-1621499Morduch Jonathan612718MiAaPQMiAaPQMiAaPQBOOK9911144763003321Banking the world4836177UNINA