If you're a game developer interested in learning about physics engines, these resources are a good place to start.

Topics include things like *integration*, *collision detection*, *collision resolution* and *friction*.

- Advanced Character Physics by
*Thomas Jakobsen* - Rigid Body Dynamics Articles by
*Chris Hecker* - Physically Based Modeling Course Notes by
*Andrew Witkin and David Baraff* - Baraff Papers and Technical Reports by
*David Baraff* - Iterative Dynamics with Temporal Coherence by
*Erin Catto* - Continuous Collision by
*Erin Catto* - Erin Catto's GDC Presentations by
*Erin Catto* - A Unified Framework for Rigid Body Dynamics by
*Helmut Garstenauer* - Integration by Example - Euler vs Verlet vs Runge-Kutta by
*Florian Boesch* - A Simple Time-Corrected Verlet Integration Method by
*Jonathan Dummer* - Integration Basics - Runge-Kutta-4 Implementation (RK4) by
*Glenn Fiedler* - SAT (Separating Axis Theorem) by
*William Bittle* - GJK (Gilbert–Johnson–Keerthi) by
*William Bittle* - N Tutorial A - Collision Detection and Response by
*Raigan Burns and Mare Sheppard* - How to Create a Custom 2D Physics Engine by
*Randy Gaul* - Physics engines for dummies by
*Paul Firth* - Physics Posts by
*Florian Boesch* - Game Physics by
*Glenn Fiedler* - Collision Response And Coulomb Friction by
*Glenn Fiedler* - Collision Handling Methods by
*Erik Neumann* - Calculating Polygon Inertia by
*arildno* - Bayazit Convex Polygon Decomposition by
*Mark Bayazit*