the forest swimming goggles Zoot X Magic 5 Black White SWIM Goggles
SKU: 27821896840
the forest swimming goggles

the forest swimming goggles Zoot X Magic 5 Black White SWIM Goggles

Sale price$20.30 Regular price$22.56
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Ships within 48 hours · Estimated delivery Jul 5 - Jul 10

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Description

the forest swimming goggles Zoot X Magic 5 Black White SWIM GogglesExperience a swim goggle like no otherperfectly tailored to your face. Zoot swim goggles, powered by TheMagic5s innovative custom fit technology, ensure that your goggles fit perfectly. Simply complete a quick face scan using your smartphone after purchase, and TheMagic5 will craft a pair of goggles shaped specifically for you. Zoot Black White is our darkest tinted swim goggle and the preferred color of US Olympian Ben Kanute. It is made for outdoor

Experience a swim goggle like no other—perfectly tailored to your face. Zoot swim goggles, powered by TheMagic5’s innovative custom-fit technology, ensure that your goggles fit perfectly. Simply complete a quick face scan using your smartphone after purchase, and TheMagic5 will craft a pair of goggles shaped specifically for you.

Zoot Black White is our darkest tinted swim goggle and the preferred color of US Olympian Ben Kanute. It is made for outdoor swimming and will be your best friend on sunny days.

One extra strap randomly included! Switch up your style with an additional fun-colored strap. Whether you're racing or training, your gear should be as bold and unique as you are.

FEATURES
  • Engineered for Comfort, Designed for Performance, and Custom-Made Just for You. Say goodbye to uncomfortable, ill-fitting goggles that leak and fog. Zoot has partnered with themagic5 to revolutionize your swim experience with the perfect goggles for both the pool and open water.
  • Perfect Fit, Guaranteed - Using themagic5’s Optimal Fitting Technology™, these goggles are crafted based on a scan of your unique facial features, ensuring a leak-free, personalized fit like no other.
  • Crystal-Clear Vision, Indoors Out - Exclusive blue tint lens technology provides optimal clarity in all lighting conditions. Whether you're swimming laps or taking on open water, enjoy enhanced vision without compromise.
  • Reflective Coating for Reduced Glare - Stay focused on your swim with a reflective coating, designed to minimize glare in various environments.
  • Order online, scan your face through the app, and receive your custom-made goggles in 1-3 weeks. Zero leakage. Zero goggle marks. Swim the way it was meant to be—effortless and distraction-free.
HOW TO GET YOUR CUSTOM GOGGLES

1 - Order Online - Choose your lens style and place your order.

2 - Scan Your Face - Download our free app and complete a quick, guided 3D scan.

3 - Get Your Custom Goggles - Receive your made-to-measure swim goggles in 1–3 weeks.

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: 27821896840

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4.6 ★★★★★
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Tinkerer
Omaha, 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.
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Reviewed in the United States on February 6, 2022
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Verified Purchase
Vincent Marias
New York, 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
Alexandria, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on October 15, 2025
P
Verified Purchase
Piotr S.
Charlottesville, 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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