   Need a physics book
  Hey everyone, I was wondering if anyone could recommend a good book on 3D math and game physics. I love math and physics a lot, but I can't find a decent book them. Much thanks to anyone that replies. Thanks!   
  Essential Mathematics for Games is a great bookhttp://www.amazon.com/Essential-Mathematics-Games-Interactive-Applications/dp/155860863X   ;  I'll second the Essential Math book. There is a companion website, and the website is every bit as helpful as the book...links to lots of up-to-date GDC presentations by great industry people.Essential Math for Game ProgrammersI'd also really, strongly recommend Christer Ericson's book on real-time collision detection. Its just amazing...I think @ GDC once he told me that he spent 4 years working on it. His companion website is at:realtimecollisiondetection.netPersonally, I like David Eberly's book on game physics, though the broad architectures of many general purpose game physics engines are not necessarily represented there in detail. For physics, I think books such as this are really good to help you get your head around the core physics. Then, couple that with something like Christer's book to understand how to make collision detection work for you, dealing with all the culling that is necessary to keep your CPU cost down and precision up. Then, head on over to the Bullet or ODE source code to see pretty decent open source implementations of general purpose physics engines...that'll help you pull everything together. The Bullet forums (and maybe the ODE ones) are quite a great place to learn about practical physics implementation. Lots of weathered pros in there, willing to advise and discuss.Geometric Tools (companion website for David Eberly's books);maths and physics for programmers.I recommend this book if you are familiar with your programming language but have no physics education beyond high school.   ;Physics for Game DevelopersI've read this book from cover to cover and strongely recommend it.   ;Physics Engine in a box:Dynamic Simulations of Multibody Systems;  If you want to write your own physic engine I recommend these guys here:a) Chris Heckers physic articlesb) Baraff/Wittking physic lecture (Siggraph)c) Erin Catto Box2D (slides and example)d) Kenny Erleben's PhD (it basically explains how the ODE works)Besides Christer Ericson and Gino v.d. Bergen books for collision detection I only find Kenny Erleben's and the Coutinho book useful for physic (see post before). I also recommend looking into Bullet. Here you can find some links to the resources mentioned above:http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=6&t=63Personally I also recommend the Essential Math book. Note that you can forget all books out there on "Game Physics". Really useless. *None* of the books actually tell you how to write a physic engine. Anyway I like to add that Dave Eberly's book is pretty good since it explains a lot of usefull stuff, but it unfortunately doesn't explain how to write a physic engine. I like it as a reference for some questions and personally I would argue the book becomes quite good if you already know what you are doing.;  Hey everyone, thanks so much for your recommendations. I will definitely look up these books and read them. I am nuts about math and physics, and whenever I make something I'll definitely try to tell you guys about it.   