Code, Coffee, and other Stuff.
David M Bourg, Bryan Bywalec
I spent two years working in the game industry in New Zealand, inevitably what happens is you need to implement physics, or you need to integrate a physics engine into your game. This book provides an excellent first look at how game physics work, how to write an integrator, how to encapsulate your particles or bodies in order to simulate them, how contacts and forces work. There are plenty of examples, and sufficient explanation to understand them.
The book also describes various different integrators and how to implement them. The matrix and vector code itself is worth having.
This review was originally posted here: https://booxiveread.wordpress.com/2015/06/22/physics-for-game-developers/