I'm currently trying to implement a 2D physics engine, using the verlet integration method.
For collision detection, i have implemented a working algortithm for polygons before.
The tutorial I'm using for the Constraint / Verlet system is (Advanced Character Physics): http://teknikus.dk/tj/gdc2001.htm
In this tutorial, each vertex of the polygon is treated separately.
I constructed a polygon class with a position and relative vertex coordinates. (which works best for the collision algorithm)
Now I am not sure if I should work with the absolute vertex coordinates, satisfy all the constraints and so on, or not

If not, I think that I just have to solve the collisions and push the two polygons apart, hopefully verlet will do the rest ^^
But the biggest problem is, that i don't know how to implement physics. After reading this tutorial, it seems if I dont have to treat rotations etc. (I think I will have to do this, if I treat a Polygon as one particle, not every vertex as a particle) what exactly do i need to solve the collision ? do I need exact contact points, or only the collision normal ? I only have masses (invers) and acceleration of the particles (vertices). Another question would be, if the masses I'll be using for the particles have to be calculated separately or if I can use the mass of the polygon. (i think this depents on if my polygon IS a particle or not) It would be good, if I could go on with using the verlet method. but I dont want it to become to difficult.
I hope these are not to much questions, but I'm no physics expert.
thank you