SKU: 31610153682

USG Heunetz für Rundballen, 6 x 6 cm Maschen

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Description

USG Heunetz für Rundballen, 6 x 6 cm MaschenEin ganzer Ballen fr die Pferde: Unser Rundballennetz! Das Heunetz fr Rundballen sit die perfekte Lsung fr mheloses Fttern bei landwirtschaftlichen Bedrfnissen. Es ist entwickelt, um Standard Rundballen zu handhaben und dient der Erleichterung der Ftterung gerade im Paddock. Durchmesser ca. 2,8 m. Die Eckdaten: Einfachheit trifft auf Effizienz: Durch einfaches ber den Ballen werden und unten festziehen ist das Rundballennetz im Handumdrehen angebracht

Ein ganzer Ballen für die Pferde: Unser Rundballennetz!

Das Heunetz für Rundballen sit die perfekte Lösung für müheloses Füttern bei landwirtschaftlichen Bedürfnissen. Es ist entwickelt, um Standard-Rundballen zu handhaben und dient der Erleichterung der Fütterung gerade im Paddock. Durchmesser ca. 2,8 m.

Die Eckdaten:

  • Einfachheit trifft auf Effizienz: Durch einfaches über den Ballen werden und unten festziehen ist das Rundballennetz im Handumdrehen angebracht - stressfrei und zeitsparend.
  • Kontrastfarbenes Zugseil: Die gut sichtbare Farbe erleichtert das Handling und ermöglicht ein schnelles und präzises Festziehen des Heunetzes. Kein lästiges Suchen mehr!
  • Feinmaschiges Design: Mit einer Maschenweite von etwa 6 x 6 cm bietet unser Heunetz die optimale Balance zwischen Fütterungseffizienz und Langsamfütterung.
  • Perfekt für den Paddock: Das Heunetz eignet sich ideal für den Einsatz auf dem Paddock. Robust und strapazierfähig, hält es den Bedingungen im Freien stand. Auch für die Heuraufe geeignet.


Einfache Handhabung, hochwertiges Material und durchdachtes Design machen dieses Produkt zur ersten Wahl für Landwirte!

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SKU: 31610153682

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NS
Los Angeles, 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
Carnegie, 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
Houston, 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
Chelsea, 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
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Joan Rubio
Waukegan, 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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