What you need

The REngine:

The information provided in here is what I have picked up while writing my own Game Engine, the REngine. It's worth noting what the REngine is and is not as this will give you the best idea of what I do and (more importantly) do not understand. The REngine is the foundation of a space based fighter game. Therefore it handles rigid body physics in an idealized environment. There is no wind resistance, and friction is ignored. Conceivably you could add these things once you understand the basics. There are also no deformable bodies, and to be honest, I have no idea how those things work, I'm convinced they're some kind of dark magic. If you want to learn how to write race car games or cloth simulators this is probably not the guide for you. If you want to know how to make relatively complex shapes (ie things that look like space ships) collide, then you may want to read on.

If I still have your interest then at this point you will want to get yourself a copy of the REngine. The overview sections will not directly reference the source, but the details sections will pretty much only reference the source. I'm not going to embed source within this guide, I will leave it up to you to flip back and forth.

Other docs:

While it is pretty much essential that you have the REngine open, there are some other papers you will want to have handy as well. These are the papers that delve very deeply into the topics I will try to explain at a high level. These docs are amazing in the depth of their knowledge and I owe all my understanding to their authors. For the most part this guide is just a simplified explanation of what I got out of these papers, as well as some glue to try and put the important parts together into a working collision system. In order to truly understand what's going on you will want to read these. The authors listed here are MUCH smarter then I am, and their solutions are much more complete:

Online resources: From your favourite book shop: That list should keep you busy for years. I hope this paper will help give you a rough idea of how all the pieces fit together. So without any more intro, let's start by looking at some physics...