SKU: 43030543152
fahrradständer verstellbar

fahrradständer verstellbar Premium MTB Seitenständer

Sale price$18.73 Regular price$20.81
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Ships within 48 hours · Estimated delivery Nov 13 - Nov 18

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Description

fahrradständer verstellbar Premium MTB SeitenständerUniversal: Der obere Teil dieses Fahrradtrgers ist von 20 bis 70 verstellbar. Geeignet fr die meisten 24 29 Zoll Mountainbikes. Einstellbare Hhe: Der rote Knopf ermglicht es Ihnen, die Hhe schnell und einfach einzustellen. Der Verstellbereich reicht von 46 cm bis 50 cm. Stabil und rutschfest: Der Seitenstnder ist aus einer hochwertigen Aluminiumlegierung gefertigt, die fr Haltbarkeit und Langlebigkeit sorgt. Die rutschfesten Pads an der Unterseite des

  • Universal: Der obere Teil dieses Fahrradträgers ist von 20° bis 70° verstellbar. Geeignet für die meisten 24-29 Zoll Mountainbikes.
  • Einstellbare Höhe: Der rote Knopf ermöglicht es Ihnen, die Höhe schnell und einfach einzustellen. Der Verstellbereich reicht von 46 cm bis 50 cm.
  • Stabil und rutschfest: Der Seitenständer ist aus einer hochwertigen Aluminiumlegierung gefertigt, die für Haltbarkeit und Langlebigkeit sorgt. Die rutschfesten Pads an der Unterseite des Fahrradträgers erhöhen die Reibung und machen ihn stabiler.
  • Einfach zu montieren: Der ROCKBROS Fahrradträger wird mit einem Schraubenschlüssel geliefert und ist sehr einfach am Fahrradrahmen zu montieren.
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SKU: 43030543152

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4.2 ★★★★★
Based on 19 reviews
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Sarah Sofía Ortiz Campos
Boise, US
★★★★★ 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
N
Verified Purchase
NS
Natrona Heights, 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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Verified Purchase
Tinkerer
Battle Creek, 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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Verified Purchase
robert thompson
Natrona Heights, 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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Verified Purchase
Vincent Marias
Boise, 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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