The book is divided roughly into two parts. The first part deals with general physical concepts, such as object collision, the equations governing projectiles, and a general review of Newtonian physics. One of the more interesting topics in this section of the book was the aerodynamic effect of spin on projectiles.
The second part of the book is about applied game physics. There are chapters on things like how to model cars, boats, airplanes and projectiles, using the principles outlined in the first part of the book, which is pretty much the same approach taken in David Bourg's book on the same subject, "Physics for Game Developers". There is extra material here though, that is not mentioned in Bourg's book such as the presentation of damage models for armored vehicles, an entire chapter dedicated to the physics of lasers, plus a chapter on sports simulation that includes such things as modeling a golf game.
The style of the book is thorough yet not verbose. Thus the book is only 400 pages versus the hefty size of David Eberly's weighty tome on the subject. There are a couple of places where I might have liked to see a bit more treatment of a particular subject. For instance, the author punts on the topic of 3D collisions of rotating objects. Still, there's enough related material included that I could likely work it out from what was presented.
Like Bourg's game physics book, this is more a book about physics and simulation than about game programming. The examples shown are simple demo programs, because the purpose is to give you the idea of how to code this material, not present a full-blown application. The source code presented in the book is in Java, and can be downloaded from the book website at Apress.
I would say overall this book is on par with David Bourg's book on the subject, and chances are if you are really planning to get into game physics it wouldn't hurt to own both books. I liked this book better than Bourg's because the author covered more topics and his code is Java based as opposed to Bourg's more Windows-centric solutions. However, Bourg's book is better at staying on topic, is better organized, and does not have the extraneous information on such things as the history of the devices being modeled as this book has. The table of contents is as follows:
1. Adding Realism to Your Games
2. Some Basic Concepts
3. Basic Newtonian Mechanics
4. Basic Kinematics
5. Projectiles
6. Collisions
7. Sports Simulations
8. Cars and Motorcycles
9. Boats and Things That Float
10. Airplanes
11. Rockets and Missiles
12. The Physics of Solids
13. Explosions
14. Lasers
15. Probabilistic and Monte Carlo Simulations