The reviewer Juan "Valdez" doesn't know what he's talking about. This is a great book, especially if you haven't got advanced degrees in math or computing.
On the whole, I found this book to be a great read. The author doesn't treat you like some idiot. He also doesn't assume you live and breathe math and physics. Unlike the other books on game physics, this one isn't written like a textbook. It's really easy to understand. It also has the only discussion I've found on simulating flexible hair and ponytails. The author makes complex topics easy to understand.
The author, David Conger, starts out by introducing the common types of physics used in games. He then introduces Windows/DirectX programming. This book is part of the very popular Andre LaMoeth series on game programming and they all start out with an intro to Windows/DirectX programming. A lot of them also have intros to C++ programming either at the beginning or in an appendix. These intros seem to be one of the features that make the LaMoeth series so popular.
Next, Conger covers basic 3D concepts like coordinate systems and vectors. This is a great help if it's been a while since you had a math class. One of the best features about this book is that unlike other books on game physics, the author doesn't assume you're a math guru. He teaches you all the math you need to understand the book.
The author finishes the first part of the book by covering transformations in 2D and 3D, and showing how to create what is basically a 3D sprite.
The real meat of the book starts in part 2. It covers particle systems, collisions, rigid body dynamics, gravity, mass and spring systems, water, and waves. Juan Valdez's comments about the sample code being useless are totally wrong. Because collision detection isn't physics (it's a programming task), the author just uses basic collision detection. However, the methods Conger introduces are used in probably 90% of games. The code he gives in his physics framework classes can be used for all but the most high-end games without any problem. It gets you up and running fast. And anything else you want to know about collision detection is freely available on [...]. It was by looking on those sites that I found out how widely the author's methods of collision detection are used.
The last section of the book shows some really good simulations that apply all of the physics the book teaches. I especially liked the flight simulator.
I did find some typos, but they are all minor. All of the sample code runs and does what it's supposed to. In spite of the typos, I gave this book 5 stars our of 5.