SKU: 24730156848

Prunotto Occhetti Langhe Nebbiolo D'Alba

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Prunotto Occhetti Langhe Nebbiolo D'AlbaDeze rode wijn van Prunotto wordt ook wel de baby Barolo genoemd, een wijn gemaakt van de Nebbiolo druif maar dan in het wijngebied Langhe. Het wijnhuis Prunotto is eigenlijk al opgericht in het jaar 1904, door de heren Giacomo Oddero en Alfredo Prunotto. Het wijnhuis kende een goede start maar door vele invloeden moest men het wijnhuis toch laten vallen. Alfredo Prunotto had altijd spijt van deze keuze en kocht het wijnhuis een paar jaar later terug.

Deze rode wijn van Prunotto wordt ook wel de baby Barolo genoemd, een wijn gemaakt van de Nebbiolo druif maar dan in het wijngebied Langhe. Het wijnhuis Prunotto is eigenlijk al opgericht in het jaar 1904, door de heren Giacomo Oddero en Alfredo Prunotto. Het wijnhuis kende een goede start maar door vele invloeden moest men het wijnhuis toch laten vallen. Alfredo Prunotto had altijd spijt van deze keuze en kocht het wijnhuis een paar jaar later terug. Hij gaf het zijn eigen naam en ging door met de liefde voor het wijn maken. Nou dat is meer dan gelukt en inmiddels is het wijn bedrijf uitgegroeid tot een wereld speler, mede door de klassieke en zachte smaken. Toen Alfredo wild stoppen om met pensioen te gaan stond binnen een razend tempo de familie Antinori op de stoep. Zij namen met wijnhuis over en gaven alles een extra touch omdat de kennis van het wijn maken intens en veelzijdig is.

De oude wijngaard van Prunotto Occhetti Langhe

Een historische wijn van het landgoed Prunotto, geproduceerd sinds de jaren 70. Bodems worden gekenmerkt door oppervlakkig zand, gelaagde niveaus van grind en lagen klei en kalksteen die de wijn elegantie en zachte tannines geven. Door deze geweldige wijngaard rijpen de Nebbiolo druiven perfect in de Langhe, en worden ze met de hand binnen gehaald. Elk tros krijgt zijn inspectie en enkel de beste worden verwerkt in deze fles. Maar voordat het zo ver is rijpt de gehele wijn maar liefst 18 maanden op eiken houten vaten. Een stukje vakwerk vinden wij!

Vol en zeer krachtig deze Prunotto Occhetti

Het is en feest om te mogen drinken en dat begint al bij het open maken van de fles. Want zodra de kurk eraf is geeft hij volle indrukken van rozen en kruiden. Neem een groot glas en schenk deze wijn in. U zult versteld staan van de mooie robijn rode kleur. Met de neus aan het glas ruiken we indrukken van frambozen die soepel versmelten met hints van rozen en zoethout. De smaak is vol, harmonieus met een lange tanninerijke afdronk.
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SKU: 24730156848

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robert thompson
Belleville, 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
Phoenix, 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
Bozeman, 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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Piotr S.
Louisville, 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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Tyler aldrich
Lexington, US
★★★★★ 4
An Invaluable Book
Format: Hardcover, Format: Hardcover
Game Engine Architecture" by Jason Gregory has proven to be a treasure trove of knowledge, especially in the realms of lower-level computer programming and the inner workings of CPUs. The first third of the book, which I have thoroughly enjoyed, dives deep into the intricacies of memory management and concurrent programming. Gregory’s explanations are so lucid and engaging that the complex concepts of memory orders such as relaxed, release, and acquire have become clear to me, showcasing their critical roles in programming. What is particularly remarkable is how the book's first 400 pages serve not just as a guide to game engine architecture, but also stand on their own as an excellent introduction to computer science. It's a testament to the author's skill in distilling complex material into digestible content that even those without a vested interest in game development would find immense value in. However, a caveat I must mention is the book's physical heft. Its size and bulk make it somewhat unwieldy, and I learned this the hard way when it fell from my desk. The impact caused the page binding to tear away from the hard cover, which was disappointing considering the book's cost. Nevertheless, with some craftiness involving thick drawing paper and glue, I managed to repair it. If the author adds any more information to the next edition, it'd probably be best to turn this into a 2-3 volume set to manage the size. Despite this setback, the book remains an invaluable resource. Its depth and clarity are unmatched, making it a worthy addition to any tech enthusiast's library. Just be sure to handle it with care.
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Reviewed in the United States on November 11, 2023

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