In some sense it's not going to be a lot of math too though, if you see several game engines these days, they actually already have a collision detection implemented in engine. All things that we need to do is just specifying where are the boundaries.
GarageGames
We do need some math there, but it's now much simpler. Specifying velocity, reducing velocity, that's all.. haha.. you need some sense of trigonometry on 3D game programming, but that's more if you're going to deal more with the Physics aspects
