SKU: 29719298972

Durbanville Hills Pinotage 2017 (South Africa)

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Description

Durbanville Hills Pinotage 2017 (South Africa)Oaked Red cherry Sweet wood spice Silky tannins "Bright and youthful, this tasty pinotage shows fragrant aromas of cranberry, dark plum, violet, anise and dried herbs on the nose, followed by a juicy palate that is smooth and fruity. It is well proportioned and silky, making it a lovely anytime red. At its best: now to 2021" Sam Kim, Wine Orbit, Nov 2018 Dark ruby red in the glass. Concentration of sweet red fruit like cherry, raspberry, strawberry

  • Oaked
  • Red cherry
  • Sweet wood spice
  • Silky tannins

"Bright and youthful, this tasty pinotage shows fragrant aromas of cranberry, dark plum, violet, anise and dried herbs on the nose, followed by a juicy palate that is smooth and fruity. It is well proportioned and silky, making it a lovely anytime red. At its best: now to 2021" Sam Kim, Wine Orbit, Nov 2018

Dark ruby red in the glass. Concentration of sweet red fruit like cherry, raspberry, strawberry and plums on the nose. Sweet wood spice with undertones of vanilla. This medium-bodied wine evokes a sweet dark sensation on the palate with hints of red cherries and plums. It is well balanced with silky tannins and lingering flavours of sweet wood spice.

A selection of different Pinotage blocks throughout the Durbanville wine valley was selected for this wine, demonstrating the rich diversity in the landscape of the area. The grapes were picked by hand during mid-February and mid-March at sugar levels between 24° and 26° Balling. Great care was taken to ensure that the pips and skins were fully ripe.

The winemakers approach the making of our Pinotage with the greatest care, gently handling the grapes with the utmost tenderness. The must was fermented on the skins in closed stainless steel tanks until almost dry (50g per litre of sugar left). At this stage the wine and skins were separated to allow fermentation to finish in stainless steel tanks.
Maximum fruit, colour and tannin extraction from the skins was made possible through continuous timer-regulated pump-over cycles. After malolactic fermentation, the wine was oak matured for 12 months using predominantly French oak, utilising a small percentage of new oak together with older wood as well as wood alternatives. This is done to prevent over wooding and by doing so preserving the elegance of the cool climate fruit.

Nine leading vineyard owners in the Durbanville district joined forces with Distell to create Durbanville Hills with the aim of promoting the regional individuality of this prime wine-growing area. The striking Durbanville Hills cellar sits proudly atop a series of rolling hills with magnificent views of Table Mountain and Table Bay - the very geography that lies at the heart of what makes the wines so unique.
The Durbanville ward is considered one of the Cape’s coolest wine regions, thanks to the sea breezes that drift inland from False Bay and Table Bay and the late afternoon mists that bathe the slopes. These conditions are ideal for the slow ripening of the grapes, allowing them to develop their full flavoured and intense character. Grapes are sourced only from the shareholder growers, all of whom farm within the limited appellation of Durbanville. Meticulous canopy management promotes concentration of varietal flavour and colour.
Cellar Master Martin Moore uses highly advanced cellar technology to ensure optimal extraction of colour and flavour. Sustainable practices includes the maintaining of the International Environmental Standard ISO140001, treating of waste water back to irrigation quality and all vineyards subscribing to IPW (Integrated Production of Wine) growing practices, designed to sustain natural resources. In addition the farmers protect 320ha of endangered Renosterveld.

Food Pairing: Serve with a variety of Mexican foods, North African and mildly-hot Asian dishes.

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SKU: 29719298972

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4.4 ★★★★★
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Tinkerer
Alexandria, 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
Los Angeles, 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
Belleville, 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
Phoenix, 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.
Grantham, 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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