Physics for Game Developers - Assumes a knowledge of vectors, Matrix and trigonometry
(the book has a one page introduction to quatnions). The book introduces Newtons
laws but it does assume a basic knowledge physics. It covers Kinematics, Force,
Kinetics, Collision (detection), Projectiles, Aircraft, Ships, Hovercraft, Cars,
Real-time, 2D rigid body, Collision Response, Rigid body rotation, 3D rigid body,
multiple bodies in 3D and particles. (I cant find a general formula for collision
response which combines linear and rotation, but there may be something in the
code included?). If you don't have the prerequisite knowledge of Matrices etc.
you may want to get the Mathematics for 3D
Game programming book first.
Physics Modelling for Game Programmers. This book uses DirectX and C++ and shows
how to build a physics modelling framework. It includes theory about many of the
maths and physics topics required to write games. The theory is kept as simple
as possible, almost no calculus (a few differentials have sneaked in) and no quaternions.
I think it could be potentially confusing that impulse is described as force and
given the letter F. The edition I have seen has some strange printing on the collision
response derivation, w is printed as ... and torque is printed as ~.
Game Physics - This book has some useful stuff, its more of a textbook, not
a step by step guide (although it does have a disc with a lot of C++ code).
About the first third of the book is a physics textbook with theoretical exercises,
the middle bit covers physics engine topics, and the last third of the book
covers mathematical topics. I think I would use this book as a reference book
to lookup the theory behind something I might be working on rather than a book
to work through in order.
Mathematics for 3D game Programming - Includes introduction to Vectors, Matrices,
Transforms and Trigonometry. (But no euler angles or quaternions). Also includes
ray tracing and some linear & rotational physics also collision detection
(but not collision response).
Mathematical Methods for Physics & Engineering. Very comprehensive coverage of the mathematics required for undergraduate Physics.
Engineering Mechanics - Includes Statics book and dynamics book below..
Engineering Mechanics Vol 2: Dynamics - Gives theory for rigid dynamics, aims
to allow prediction of effects of force and motion. Includes rotating frame
of reference. Lots of colour diagrams, I guess its college / University level.
I
have not reviewed this book, so I would be interested to hear if it is
useful? I would also be interested to hear if there are any other books
that may be of interest to readers of this page.
The Geometry of Physics : An Introduction
Modeling and Simulation of Dynamic System
Game Physics - no picture available
Dynamic Simulations of Multibody Systems
Concepts of Force: A Study in the Foundations of Dynamics
There is also an e-book (Adobe Reader) version available
Introduction to the Modern Theory of Dynamical Systems
Classical Dynamics : A Contemporary Approach







An Introduction to Fluid Dynamics






