In general, books on modern game physics are hard to find. The technology and methods that are considered modern are constantly changing and evolving. This makes writing books for cutting edge physics simulation challenging. I want to provide a list of useful books that might cover additional topics. I will not provide a review of each book.
Most of these books cover overlapping topics. The basics of an impulse-based physics engine are the same; because of this, the books tend to cover similar topics. However, each of these books provides some unique details or algorithm that makes the book worth owning:
Physics Modeling for Game Programmers
Conger, D. (2004). Physics modeling for game programmers. Boston, MA: Thomson/Premier.
By David Cogner, ISBN-13: 978-1592000937
Physics for Game Developers
Bourg, D. M., & Bywalec, B. (2013). Physics for game developers. Sebastopol, CA: O'Reilly Media.
By David M Bourg and Bryan Bywalec, ISBN-13: 978-1449392512
Game Physics Engine Development
Millington, I. (2010). Game physics engine development: how to build a robust commercial-grade physics engine for your game. Burlington, MA: Morgan Kaufmann.
By Ian Millington, ISBN-13: 978-0123819765
Game Physics
Eberly, D. H. (2010). Game physics. Burlington, MA: Morgan Kaufmann/Elsevier.
By David H. Eberly, ISBN-13: 978-0123749031
Real-Time Collision Detection
Ericson, C. (2004). Real-time collision detection. San Francisco, CA: Elsevier.
By Christer Ericson, ISBN-13: 978-1558607323
Game Physics: A Practical Introduction
By Ben Kenwright, ISBN-13: 978-1471033971