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Phantom Luna II Elite FG Nockenfussballschuh US-Gr.Nike Phantom Luna 2 Elite High top voetbalschoenen (stevige ondergrond) Wil je je voetbalskills verbeteren? We hebben deze voor jou gemaakt. In het midden van de storm, met chaos overal om je heen, heb je rustig het laatste derde deel van het veld gevonden, dankzij je buitengewone mix van gewiekste en mooie balcontrole. Maak de klus af met de Phantom Luna 2 Elite. Revolutionaire Nike Gripknit bedekt het schietvlak van de voetbalschoen, terwijl Nike
Nike Phantom Luna 2 Elite High-top voetbalschoenen (stevige ondergrond) Wil je je voetbalskills verbeteren? We hebben deze voor jou gemaakt. In het midden van de storm, met chaos overal om je heen, heb je rustig het laatste derde deel van het veld gevonden, dankzij je buitengewone mix van gewiekste en mooie balcontrole. Maak de klus af met de Phantom Luna 2 Elite. Revolutionaire Nike Gripknit bedekt het schietvlak van de voetbalschoen, terwijl Nike Cyclone 360 grip je niet-gescripte behendigheid bevordert. Onze Elite voetbalschoenen zijn ontworpen voor de grootste voetbalsterren ter wereld – en voor jou. Ze zijn van de hoogste kwaliteit omdat jij niets minder dan het beste verwacht, van jezelf én van je voetbalschoenen. Uitzonderlijk balgevoel Nike Gripknit is een klevend materiaal dat voor een uitzonderlijk balgevoel zorgt. Het bedekt het schietvlak van de schoen en loopt vanaf de grote teen helemaal via de veters naar de kleine teen voor optimaal contact tussen de schoen en de bal tijdens het schoppen. Het vormt zich naar je voet en geeft je uitstekende grip in zowel natte als droge omstandigheden. De voorgevormde microtextuur werkt samen met Gripknit en vormt zich naar je voet voor nog betere balbeheersing. Snelle grip Nike Cyclone 360 profiel helpt je snellere (verbeterde wendbaarheid bij het maken van wendingen) en zelfverzekerde (verminderde grip bij draaien) bewegingen te maken, zodat je vol zelfvertrouwen snelle wendingen kunt maken in het heetst van de strijd. Zit altijd goed Asymmetrische veters zorgen voor een groot oppervlak tijdens het dribbelen, passen en scoren. Het verplaatste veterpatroon zorgt voor extra verstelbaarheid rond de middenvoet voor spelers met plattere of hogere voetbogen. Asymmetrische Flyknit boorden zorgen voor een aansluitende pasvorm rond je enkel. Subtiele ribbels in de boord zorgen ervoor dat je de bal hoger op je enkel kunt raken voor wegtrappen en passes.Shipping Notes
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4.1 ★★★★★
Based on 23 reviews
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Product Reviews
★★★★★ 5
Comprehensive, clear and coherent!
Format: Paperback
The iTEP Practice Guide combines a no-nonsense approach to the specific iTEP tests and at the same time offers exercises that task the student with what they need to know. Exercises not only serve the purpose of scoring well, but the overall approach is communicative competence. We use the text in our group and one-to-one classes with very positive--and lasting--results.
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Reviewed in the United States on July 23, 2019
★★★★★ 1
No recomiendo
Format: Paperback
Muy malo, no vine completo, además se demoró mucho más de lo que decía al momento de comprarlo. Solo aplazaban la fecha de entrega sin consultar cómo afectaba al cliente. Yo tuve que presentar el examen sin el libro, porque no llegó en la fecha que decía al comprarlo y después se cambió 3 veces la fecha, casi cumpliendo el mes.
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Reviewed in the United States on December 30, 2025
★★★★★ 1
price
Format: Paperback
Price is high
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Reviewed in the United States on April 15, 2026
★★★★★ 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
★★★★★ 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