Physics Books

cover 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.

cover 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 ~.

cover 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.

cover 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).

cover Mathematical Methods for Physics & Engineering. Very comprehensive coverage of the mathematics required for undergraduate Physics.

cover Engineering Mechanics - Includes Statics book and dynamics book below..

cover 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.

cover 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.

cover The Geometry of Physics : An Introduction

cover 3d Games: Physics -

 

cover Modeling and Simulation of Dynamic System

Game Physics - no picture available

cover Dynamic Simulations of Multibody Systems

cover Dynamics of Multibody Systems

cover Concepts of Force: A Study in the Foundations of Dynamics

cover Computational Dynamics

There is also an e-book (Adobe Reader) version available

cover Introduction to the Modern Theory of Dynamical Systems

cover Classical Dynamics : A Contemporary Approach

cover 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.

cover An Introduction to Fluid Dynamics

 

cover Flexible Multibody Dynamics: A Finite Element Approach

 

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cover 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.

cover Permutation City. A science fiction book which suggests how virtual reality might evolve.

 

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cover Palm LifeDrive - 4GB PDA.

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