Fix Your Timestep
Classic article by Glenn Fiedler that goes into some of the intricacies of delta time in gameloops
Math for Game Programmers: Building a Better Jump
Shows how to construct natural-feeling jump trajectories from designer-friendly input like desired height and distance, modeled programmatically using one of a few available integration methods.
Physics for Game Programmers: Continuous Collision Detection
A practical solution to (pseudo) continuous collision detection.
Physics for Game Programmers: Understanding Constraints
How to implement a character controller using swept collision and an iterative solver, and how the solver naturally handles collision priorities using Lagrange multipliers.