SKU: 37436855165

Fat Brain Toys Air Toobz Whirlwind Accessory Pack

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Description

Fat Brain Toys Air Toobz Whirlwind Accessory PackAir Toobz Whirlwind Accessory Pack Air Toobz Whirlwind Accessory Pack is for curious children who want to add exciting new elements to their Air Toobz creations. The Air Toobz Whirlwind Accessory Pack is a unique play extension kit that adds spinning and launching action to air powered tube structures. Why We Recommend This Product This set is an accessory pack for the original Air Toobz system. It includes two special air attachments named Whirly and

Air Toobz Whirlwind Accessory Pack

Air Toobz Whirlwind Accessory Pack is for curious children who want to add exciting new elements to their Air Toobz creations. The Air Toobz Whirlwind Accessory Pack is a unique play extension kit that adds spinning and launching action to air-powered tube structures.

Why We Recommend This Product

  • This set is an accessory pack for the original Air Toobz system.
  • It includes two special air attachments named Whirly and Windy.
  • The kit contains 10 colorful, dual-colored EVA foam balls.
  • The Whirly piece attaches to the end of any tube and makes the balls twirl and spin.
  • The Windy piece attaches to the tube end and launches the balls high into the sky.
  • The packaged item weighs 0.7 pounds.
  • The pieces easily fit onto existing Air Toobz components.
  • This kit is suitable for children who are 3 years old and older.

The Air Toobz Whirlwind Accessory Pack brings a new kind of action to your building system. This pack is an exciting addition for anyone who owns the original Air Toobz set. The pieces in the Air Toobz Whirlwind Accessory Pack let players change the way air moves through their tube creations.

The set features two special attachments that create amazing effects. The Whirly attachment makes the foam balls spin and twirl as they fly out of the tube. The Windy piece gives a sudden boost, launching balls high into the air, much like a burst of wind.

Inside the accessory kit, you will find 10 dual-colored EVA foam balls ready for action. Children connect the attachments to the ends of their plastic tubes for dramatic final actions. Using the Air Toobz Whirlwind Accessory Pack encourages creative building and understanding cause and effect.

This accessory pack weighs less than one pound, making it easy to store and handle. The product dimensions are 9.5 x 2.875 x 9.625 inches. All components are made with quality materials to provide a lasting play experience. The Air Toobz Whirlwind Accessory Pack is a simple, fun way to expand any air tube structure.

Material & Care

The attachments are made from durable plastic. The 10 included colorful balls are made of EVA foam. Keep the plastic pieces clean by wiping them with a dry cloth.

Shipping Notes
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Exchange/Return Notes
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SKU: 37436855165

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4.6 ★★★★★
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Thomas J. Shandorf
Grantham, 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.
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Reviewed in the United States on July 23, 2019
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Verified Purchase
Sarah Sofía Ortiz Campos
Louisville, 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
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NS
Houston, 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
Chelsea, 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
Phoenix, 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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