Henri Bourgeois La Bourgeoise ES-56 Éocéne Silex Sancerre
SKU: 84310962658

Henri Bourgeois La Bourgeoise ES-56 Éocéne Silex Sancerre

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Henri Bourgeois La Bourgeoise ES-56 Éocéne Silex SancerreWijnhuis Henri Bourgeois heeft in de loop der jaren een prachtig wijngaardbezit opgebouwd. Daardoor is het mogelijk om verschillende Sancerres te maken van verschillende ondergronden. Hierdoor zijn het uiteenlopende wijnen met ieder zijn eigen geuren en smaken. La Bourgeoise wordt gemaakt op basis van oude wijnstokken op warme hellingen met een hoog gehalte aan vuursteen. Dankzij deze ondergrond ontstaan er wijnen met een bijzondere mineraliteit en

Wijnhuis Henri Bourgeois heeft in de loop der jaren een prachtig wijngaardbezit opgebouwd. Daardoor is het mogelijk om verschillende Sancerres te maken van verschillende ondergronden. Hierdoor zijn het uiteenlopende wijnen met ieder zijn eigen geuren en smaken. La Bourgeoise wordt gemaakt op basis van oude wijnstokken op warme hellingen met een hoog gehalte aan vuursteen. Dankzij deze ondergrond ontstaan er wijnen met een bijzondere mineraliteit en een weelderig mondgevoel, met veel lengte. Een heerlijke La Bourgeoise dus!

Indrukwekkende bottelingen van Bourgeois

Al tien generaties lang wijdt de familie Bourgeois haar passie en waarden aan Sauvignon Blanc en Pinot Noir, en wordt Sancerre's bekendste wijnmaker. Het bedrijf wordt nu geleid door de huidige generatie van de familie - Jean-Marie en Remi Bourgeois. De wijnmakerij is gelegen in het dorp Chavignol, en de wijngaarden zijn te vinden in Sancerre en Pouilly Fumé. Elk perceel is geïsoleerd en bewerkt met betrekking tot zijn oorsprong om op de meest precieze en ware manier de uitdrukking van zijn terroir te onthullen, of we het nu hebben over vuursteen of kalkstenen kleigronden. Dit komt tot uiting in de indrukwekkende reeks bottelingen, waarvan er vele elk jaar in de Loire tot de meest gewilde in hun soort behoren.

Tien maanden rijping voor La Bourgeoise Sancerre

Tijdens de oogst worden alleen de rijpste druiven met de hand geplukt en zorgvuldig naar de kelder gebracht. Bij aankomst bij de wijnmakerij worden de druiven direct geperst. Na een bezinking op koude temperatuur wordt een deel van de wijn gefermenteerd in thermogeregelde roestvrijstalen tanks en het andere deel in Franse eiken vaten. La Bourgeoise wordt 9 tot 10 maanden geduldig gerijpt op zijn fijne droesem in eiken vat met periodiek met de hand roeren van de droesem. Met als resultaat deze La Bourgeoise met zijn vuursteenaroma's en kruidig boeket. Hij is rijk aan fruit, vol, goed uitgebalanceerd en doet sterk denken aan de Sauvignon-bloem en -druif. De rijkdom en intensiteit van de smaak blijven lang en harmonieus in de mond hangen. Deze prestigieuze selectie heeft een uitstekend rijpingspotentieel voor flessen en zal gedurende 10 tot 12 jaar blijven evolueren.
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SKU: 84310962658

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4.3 ★★★★★
Based on 47 reviews
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Tinkerer
Birmingham, 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
Grantham, 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
Los Angeles, 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
J
Verified Purchase
Joan Rubio
Dallas, 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.
Houston, 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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