I know this post is focused on collision resolution, but I was still a little disappointed to see collision detection handwaved away. In my experience that's where the real headscratchers are.
The gnarly stuff comes in when you're trying to figure out contact points and impulse responses and apply them without blowing everything up. I've written some of this stuff for a few games now, and the resources below have stood the test of time IMO
[0] https://dyn4j.org/2010/01/sat/ [1] https://realtimecollisiondetection.net/pubs/SIGGRAPH04_Erics... [2] https://allenchou.net/2013/12/game-physics-broadphase/