
Yesterday I picked up the book: "Real Time Collision Detection", by Christopher Ericson at Borders. It is amazingly detailed. Pretty much every primitive collision algorithm is detailed. In addition it covers fun concepts like BSP trees, grids,hierarchical grids, closest point problems, and optimizations. Also of great help were the sections on discrete movement vs continuous movement in games.
It might be something of an overkill for Just Another Story, but it's nice to have a detailed reference for these things. Also I already found a few issues with how I was addressing the problem of general collision detection in that project. I am going to read through this book a few times, and come up with a design for the phyics component of the game.