SKU: 61534405512

Speelset van schuimrubber met rond zwembad van 90x30 cm, fluweelzacht lichtgrijs, inclusief 200 ballen: lichtblauw parelmoer, roze parelmoer, metallic grafiet. Zeemeermineffect

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Description

Speelset van schuimrubber met rond zwembad van 90x30 cm, fluweelzacht lichtgrijs, inclusief 200 ballen: lichtblauw parelmoer, roze parelmoer, metallic grafiet. ZeemeermineffectMimii: Schuimrubberen speelset met rond zwembad 90x30 cm, fluweelzacht lichtgrijs + 200 ballen (blauwe parelmoer, roze parelmoer, metallic grafiet, zeemeermineffect) De schuimrubberen speelset, ook wel schuimrubberen hindernisbaan genoemd, is geweldig leuk voor je kleintje. Eigenschappen: Bevordert de ontwikkeling van het kind positief Perfect om mee te spelen (alleen onder toezicht van een volwassene) Geweldig speelplezier vanaf de eerste maanden Een

Mimii: Schuimrubberen speelset met rond zwembad 90x30 cm, fluweelzacht lichtgrijs + 200 ballen (blauwe parelmoer, roze parelmoer, metallic grafiet, zeemeermineffect)

De schuimrubberen speelset, ook wel schuimrubberen hindernisbaan genoemd, is geweldig leuk voor je kleintje.

Eigenschappen:

  • Bevordert de ontwikkeling van het kind positief
  • Perfect om mee te spelen (alleen onder toezicht van een volwassene)
  • Geweldig speelplezier vanaf de eerste maanden
  • Een fantastisch cadeau!

Specificaties:

  • Volledig gemaakt van schuim
  • Bekleed met een hoes van aangenaam aanvoelende stof [80% katoen, 20% polyester]
  • CE-gecertificeerd en EN-71-gecertificeerd
  • Hoes met ritssluiting, afneembaar om te wassen (wassen op 30 graden Celsius)
  • We vacuümverpakken de producten om de verpakkingsgrootte te verkleinen. (Na het uitpakken duurt het ongeveer 7 dagen voordat de producten de juiste vorm hebben)

Afmetingen van de elementen (breedte / lengte / hoogte):

  • Trap: 45/60 / 30 cm
  • Wig: 45/60/20 cm
  • Heuvel: 45/30/35 cm
  • Rond zwembad: 90x30

Plastic ballen voor een droog zwembad

  • Poolse producent
  • Gemaakt van niet-giftig materiaal, veilig voor kinderen
  • Zeer flexibel, vervormen niet
  • CE-gecertificeerd
  • Baldiameter 7 cm

Wij zetten een stap richting ecologie!

Wij zijn een van de weinige fabrikanten van schuimrubberen speelgoed die schuim met een verhoogde dichtheid gebruiken.

Dankzij dit zijn de producten die ervan gemaakt zijn veel duurzamer en gaan ze dus langer mee voor hun kleine eigenaren!

We verpakken de producten vacuüm, waardoor de pakketgrootte kleiner wordt. Dit vertaalt zich direct in vele voordelen.

Door de pakketgrootte te verkleinen, hebben we ook het aantal vrachtwagens dat nodig is voor het transport teruggebracht.

Tot één per dag! Al deze stappen leiden tot een lager brandstofverbruik en minder milieuvervuiling.

Let op!

De kleuren van de artikelen op de foto's kunnen enigszins afwijken van de werkelijke kleuren vanwege verschillende computer- en monitorinstellingen.

Shipping Notes
  • Free Standard Shipping on $100+ Orders to the USA.
  • Except Preorder products are shipped in 48 hours.
  • Delivery to the USA:
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  • If time is of the essence, please consider selecting expedited delivery for faster service.
Exchange/Return Notes
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  • Final sale items are not eligible for returns or exchanges.
  • To process your return/exchange, please contact us at [email protected]
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SKU: 61534405512

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NS
Houston, US
★★★★★ 1
price
Format: Paperback
Price is high
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Reviewed in the United States on April 15, 2026
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Tinkerer
Phoenix, US
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
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Reviewed in the United States on August 18, 2019
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robert thompson
Lowell, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Vincent Marias
San Leandro, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
J
Verified Purchase
Joan Rubio
Los Angeles, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025

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