Writing and rolling a custom physics engine with no math background

Well, the title is a bit of a lie.
Math has always vaguely been an interest of mine since a younger age - but never something I was passionate enough about to sink my teeth into. My father was a math teacher, and would often let me pick his brain about concepts like Vectors, or Calculus, but I never wanted that to be my field of study.

Now, of course, the irony is much of my daily work, especially in engine development, is entirely surrounded by math... (I do love it now).

But, regardless, I had not touched math as a concept for more than general education since Year 12, and that was Further Mathematics.

Before I dive into speaking about all the things that were fun and interesting, I thought I would dot-point them out in case any (in order!) jump out at you, the reader, as most fun and interesting!

- SAT Collision Algorithm and Arbitrary Polygons
- Polygon Validation
- Rotation and Angular Velocity
- What makes the game?