In 2015 I gave a short talk on the best ways to use game physics engines at the Game Developer’s conference, and it’s now online for free. The idea is: nearly everyone who makes games has to deal with a physics engine these days, but hardly anyone I talk to knows the basics of how they work. It’s not super hard to get a handle on it, but it’s counterintuitive so I thought a short tutorial talk would be useful. Maybe you’ll find it so.
I also made a short cheat sheet in Google Docs for those of you who prefer to read. You can view it here.