SKU: 47081676731
thule umbrella stroller

thule umbrella stroller Thule Urban Glide 3 Jogging Stroller

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Description

thule umbrella stroller Thule Urban Glide 3 Jogging StrollerThule Urban Glide 3 is the ultimate full size, iconic all terrain stroller, perfect for both newborns and toddlers. Updated with more comfort features, the built in legrest, upright, comfortable seat with adjustable recline and full coverage canopy with ventilation makes for a comfortable ride all day, everywhere. Designed for active parents, Thule Urban Glide 3 offers a combination of comfort, functionality, and performance on any surface. Experience

Thule Urban Glide 3 is the ultimate full-size, iconic all-terrain stroller, perfect for both newborns and toddlers. Updated with more comfort features, the built-in legrest, upright, comfortable seat with adjustable recline and full coverage canopy with ventilation makes for a comfortable ride all-day, everywhere.

Designed for active parents, Thule Urban Glide 3 offers a combination of comfort, functionality, and performance on any surface. Experience unmatched maneuverability with its sleek and lightweight design, and large 16" air-filled tires for superior suspension. Whether you're strolling through the city or conquering rough terrains, this stroller delivers a smooth and comfortable ride. The swivel front wheel effortlessly maneuvers through crowded streets and is easily locked in place when you are gearing up to a higher pace. The twist hand brake provides optimal speed control whether on pavements or hilly terrain.

The Thule Urban Glide 3 is not only practical but also convenient. Its one-handed, compact fold makes storage and transportation a breeze. The spacious cargo basket with zip-top cover has plenty of room to bring what you need for your adventures.

With premium features like air-filled tires for a smooth ride and a canopy with full coverage and ventilation, your child will be comfortable no matter what the day holds.

Features
The swivel front wheel, which locks into place for higher speeds, combined with large rear wheels, makes the stroller lightweight and easy to maneuver
Built-in legrest and comfortable seat with adjustable recline gives full child comfort all day whether taking in the sights or a nap
Integrated twist hand brake for smooth, safe speed control in any terrain
Easy, one-hand, compact fold with self-stand feature for easy storage and transportation
Large canopy with full coverage and ventilation ensures your child is comfortable
A large cargo basket with a zip-top cover, a rear mesh pocket, and two mesh compartments for snacks or toys provides ample space for everything you need
Ergonomic, adjustable handlebar for maximum parent comfort
Secure and comfortable seat with easily adjustable, padded 5-point harness
Reflective feature on canopy and wheels ensures visibility and safety
Peak-a-boo window lets you check on your sleeping child without disturbing them
Includes cup holder

Specifications
Max child weight: 49 lb
Max stroller weight capacity: 75 lb
Folded dimensions: 34.6 x 22.8 x 12.2 in
Weight: 26.2 lb
Sitting height: 20 in
Door pass through: 27.2 in
Material: Aluminum frame, steel and nylon parts and polyester cover

Shipping Notes
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Exchange/Return Notes
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SKU: 47081676731

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4.6 ★★★★★
Based on 6 reviews
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Tinkerer
Boise, 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
R
Verified Purchase
robert thompson
Bozeman, 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
V
Verified Purchase
Vincent Marias
Carnegie, 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
New York, 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.
Omaha, 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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