The most advanced games I've made are a 8-ball pool game made with the physics engine Box2dFlashAS3 and a platform game with levels.
When I did platform games, I've always wished to know how to make an engine, so that I could re-use it. When I see games that have slopes, curved slopes, perfect gravity and real-life physics, I've always wished I knew how to code the engine.
Please suggest techniques and articles for whatever relevant knowledge-base is necessary.
Answer
While I recommend against rolling your own physics engine for anything other than the experience of doing it (just realize you probably should throw it away when you're done -- it's really hard to get all the edgecases and numeric limit/stability issues sorted out, and your time may be much better used by contributing to an existing engine), here are a few resources:
Pool Hall Lessons: Fast, Accurate Collision Detection Between Circles or Spheres discusses circle/circle and sphere/sphere collision.
The N Tutorials are wonderful for a basic understanding of Separating Axis Theorem-based detection and response.
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