SKU: 5434932849

Viper Gemstone T-Shirt - Black

Sale price$1218.60 Regular price$1354.00
Save 10%

Pay in installments of $338.50 with ShopPay, AfterPay and Klarna

Shipping Estimate
USA
  • USA
  • CAN

Ships within 48 hours · Estimated delivery Aug 22 - Aug 27

Promo Codes Available:

For Your Every Summer RSVP, with Code: SUMMER15

Description

Viper Gemstone T-Shirt - BlackDETAIL BadbloodViper Gemstone T Viper S M 66 88 100 105 L, XL Viper FABRIC Cotton 100% SIZE S l 55cm 38cm 20cm 47cm 45cm M l 68cm 49cm 22cm 57cm 56cm L l 76cm 55cm 24cm 60cm 60cm XL l 78cm 59cm 25cm 65cm 65cm MODEL INFO Model ELHADJI 190cm 78kg M Model MICHAELA 168cm 45kg M CARE

DETAIL

采用復古鉚釘細節,塑造立體感的獨特設計,展現Badblood的獨特風格的Viper Gemstone T恤。
領口、袖口和下擺均有破舊處理細節。
前方領口和袖口設有鉚釘裝飾。
前方印有金屬Viper鉚釘。

男女皆可穿(S尺寸 – 緊身常規剪裁 / M尺寸 – 緊身常規剪裁,男女皆可穿(女性66-88號 / 男性100-105號) / L, XL尺寸 – 寬鬆剪裁)

鉚釘裝飾細節

前方金屬Viper鉚釘

輕薄厚度 / 無透光 / 無彈性 / 無內襯



FABRIC

Cotton 100%


SIZE (衣長 /肩寬/袖長 / 胸寬 / 下擺寬)

S l 55cm / 38cm / 20cm / 47cm / 45cm

M l 68cm / 49cm / 22cm /  57cm / 56cm

L l 76cm / 55cm / 24cm / 60cm / 60cm

XL l 78cm / 59cm / 25cm / 65cm / 65cm




MODEL INFO
Model ELHADJI  身高 190cm / 體78kg / 著用M號
Model MICHAELA 身高 168cm / 體45kg / 著用M號


CARE

必須使用冷水單獨手洗。
請勿高溫烘乾或高溫熨燙。
本商品材質較敏感,請小心處理。
由於纖維特性,可能會起毛或勾線,請注意避免摩擦。
因纖維特性,可能會發生染色轉移,請避免與淺色衣物重疊穿著,特別是在濕潤狀態下需特別注意。

Shipping Notes
  • Free Standard Shipping on $100+ Orders to the USA.
  • Except Preorder products are shipped in 48 hours.
  • Delivery to the USA:
  1. Standard Shipping : 3-10 business days
  • If time is of the essence, please consider selecting expedited delivery for faster service.
Exchange/Return Notes
  • We offer a 30-day return/exchange service after receiving.
  • Final sale items are not eligible for returns or exchanges.
  • To process your return/exchange, please contact us at [email protected]
  • Please click here for more details>>> Return & Exchange Policy
SKU: 5434932849

Discover Niche Categories That Outsell

Top-Converting Item to Boost Your Average Order

4.3 ★★★★★
Based on 9 reviews
Sort
Highest Rating
Newest First
Oldest First
Product Reviews
T
Thomas J. Shandorf
Birmingham, US
★★★★★ 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.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on July 23, 2019
S
Verified Purchase
Sarah Sofía Ortiz Campos
Pawtucket, 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.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on December 30, 2025
N
Verified Purchase
NS
Louisville, US
★★★★★ 1
price
Format: Paperback
Price is high
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on April 15, 2026
T
Verified Purchase
Tinkerer
Lake Worth, 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.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on August 18, 2019
R
Verified Purchase
robert thompson
West Palm Beach, 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.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on February 6, 2022

recommand products