Original Post
I want to write a small physics engine as part of learning exercise. I had physics and mathematics during engineering but have no idea of the interfacing between physics and graphics in games and the practical approach inside the physics engine. I figured out a couple of books namely, 1. Real-Time Collision Detection by Christer Ericson 2. Game Physics by David H. Eberly 3. Methods of Mathematical Physics (Paperback) by R. Courant, D. Hilbert 4. Partial Differential Equations of Applied Mathematics, 2nd Edition by Erich Zauderer, Erich Zauderer I heard they are great, must have, worth the money kinda books but since the money involved aint so small for me i want to make sure if they are useful for starters and aimed towards writing engines. Can you please tell me 1. Which are required, which aren't ? 2. What else should I add to my cart to make it look like a comprehensive course? (My dream book will be "How To Write Your Own Physics Engine in 6 Months") I am working as a software engineer for the last 2 years and i have decided to go into the physics part of games mainly for my interest in these areas. Hope some of you could relate to my situation and give me a good advice on this. Thanks!