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Salentein Barrel Selection Pinot NoirDe Salentein Barrel Pinot Noir is een van de meest delicate wijnen van Bodega Salentein. De heerlijke rode wijn heeft zoveel souplesse en diepgang, haast een meester werk in een fles. Bij het inschenken valt ons direct de prachtige Pinot Noir kleur op. Diep helder donker rood. In de geur bespeurden wij zwoele aromas van zondoorstoofde kersen, rood fruit, een fijn zoetje en een vleugje kruiden. De Salentein Barrel Selection Pinot Noir heeft in de smaak
De Salentein Barrel Pinot Noir is een van de meest delicate wijnen van Bodega Salentein. De heerlijke rode wijn heeft zoveel souplesse en diepgang, haast een meester werk in een fles. Bij het inschenken valt ons direct de prachtige Pinot Noir kleur op. Diep helder donker rood. In de geur bespeurden wij zwoele aroma’s van zondoorstoofde kersen, rood fruit, een fijn zoetje en een vleugje kruiden. De Salentein Barrel Selection Pinot Noir heeft in de smaak een mooi pallet van warm rood fruit, zoals kersen en zwarte bessen. Deze worden afgewisseld door een zachte kruidigheid en een vleugje vanille. Een sensatie van vol en mild, gecombineerd met zonnige specerijen zoals kaneel en vanille. Door de frisse, zwoele en lange afdronk is het een heerlijke wijn voor bij kalfsvlees, eend of een rijke salade.Houtlagering voor de Salentein Pinot Noir
Zoals de naam al doet vermoeden is deze Pinot Noir wijn hout gelagerd. Gedurende 6 maanden krijgt deze rode wijn de tijd om zich verder te ontwikkelen op Franse eikenhouten vaten. De Pinot Noir druiven zijn aangeplant op een hoogte van 1100 meter in de Mendoza, om precies te zijn in de Valle de Uco. Dit gebied bied een perfect klimaat voor het verbouwen van druiven. Dat is Bodega Salentein dan ook niet ontgaan aangezien zij prachtige wijnen produceren. De Pinot Noir druif doet het erg goed bij de warmte die overdag over de heuvels glooit en de koelte die de nacht met zich mee brengt. Door de grove bodem met veel gesteente krijgen de druiven ook veel terroir.De beste Pinot Noir wijn van Salentein
Meindert Pon zag de potentie in dit gebied en greep zijn kans toen er 1997 zich de kans voor deed om wat wijngaarden aan te kopen. Vanaf dat moment kon hij zijn passie voor wijnen om gaan zetten in zijn ‘’eigen wijnen’’ zoals hij deze altijd noemde. Naast mooie wijnen voor alle dag waar hij deze geweldige Barrel Selection mee bedoelde wilde hij ook premium wines gaan maken. Zowel met de Barrel Selection als met de Premium wines wist hij prijs na prijs binnen te slepen. Om het publiek nog breder te maken voor ‘’zijn wijnen’’ werd de Portillo serie in het leven geroepen. Een serie ongelaherde wijnen die nog steeds wel de bekende kwaliteit van Salentein bieden.Shipping Notes
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4.2 ★★★★★
Based on 17 reviews
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Product Reviews
★★★★★ 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
★★★★★ 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
★★★★★ 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
★★★★★ 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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