Dienblad Ottomane Dark Cherry 66x43cm
SKU: 24747771134

Dienblad Ottomane Dark Cherry 66x43cm

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Description

Dienblad Ottomane Dark Cherry 66x43cmBeschrijving en uitleg Geef een koninklijk tintje aan je interieur met het Dark Cherry Scalloped Rechthoekige Dienblad. Met maar liefst 20 lagen hoogglanslak, zorgvuldig met de hand gepolijst na elke laag, straalt dit dienblad pure elegantie uit. De extra lange handgrepen maken het niet alleen een lust voor het oog maar ook praktisch in gebruik, of je nu een zorgvuldig samengesteld ontbijt op bed serveert of cocktails aan gasten presenteert. De zwarte

Beschrijving en uitleg

Geef een koninklijk tintje aan je interieur met het Dark Cherry Scalloped Rechthoekige Dienblad. Met maar liefst 20 lagen hoogglanslak, zorgvuldig met de hand gepolijst na elke laag, straalt dit dienblad pure elegantie uit. De extra lange handgrepen maken het niet alleen een lust voor het oog maar ook praktisch in gebruik, of je nu een zorgvuldig samengesteld ontbijt op bed serveert of cocktails aan gasten presenteert. De zwarte satijnen onderzijde, subtiel versierd met ons reliëflogo, voegt een vleugje verfijning toe die elke ruimte transformeert. Met een royaal formaat van 66 cm x 43 cm x 8 cm biedt dit dienblad voldoende plek voor alles wat je maar wilt uitstallen, terwijl het met zijn gewicht van slechts 2,1 kg eenvoudig te dragen blijft. Schoonmaken is simpel; gebruik een zachte, vochtige doek om de glans te behouden. Verpakt in een stijlvolle cadeauverpakking, is het niet alleen een cadeau voor jezelf maar ook perfect om te schenken aan iemand die oog heeft voor luxe. Vermijd langdurige blootstelling aan direct zonlicht om de diepe, rijke kleur te behouden. Voeg deze tijdloze schoonheid toe aan je huis en maak van elk moment een stijlvolle gelegenheid.

  • Afmetingen: 66cm lang, 43cm breed, 8cm hoog
  • Overig: veeg het oppervlak schoon met een vochtige doek. Niet onderdompelen in water en niet langdurig in direct zonlicht laten staan
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    SKU: 24747771134

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    4.9 ★★★★★
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    Tinkerer
    Bozeman, 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.
    WAS THIS REVIEW HELPFUL?YesReportShare
    Reviewed in the United States on August 18, 2019
    R
    Verified Purchase
    robert thompson
    Waukegan, 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.
    WAS THIS REVIEW HELPFUL?YesReportShare
    Reviewed in the United States on February 6, 2022
    V
    Verified Purchase
    Vincent Marias
    Lowell, 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.
    WAS THIS REVIEW HELPFUL?YesReportShare
    Reviewed in the United States on October 29, 2024
    J
    Verified Purchase
    Joan Rubio
    Pawtucket, US
    ★★★★★ 5
    Imprescindible
    Format: Hardcover
    Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
    WAS THIS REVIEW HELPFUL?YesReportShare
    Reviewed in the United States on October 15, 2025
    P
    Verified Purchase
    Piotr S.
    Lexington, US
    ★★★★★ 5
    good quality
    Format: Hardcover, Format: Hardcover
    Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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    Reviewed in the United States on February 13, 2019

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