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 ~.
Classical Dynamics : A Contemporary Approach
There is also an e-book (Adobe Reader) version available
Concepts of Force: A Study in the Foundations of Dynamics
Flexible Multibody Dynamics: A Finite Element Approach
Dynamic Simulations of Multibody Systems
Introduction to the Modern Theory of Dynamical Systems
Dynamics of Systems of Rigid Bodies
Feynman lectures on Physics 3 volume set.
Sliding Friction: Physical Principles and Applications (Nanoscience and Technology)
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.






