If you''re planning to write a complete game engine, the entire book could be helpful. Its hard to read, definitely not a beginner''s book, but thorough. The author was involved in the development of the NetImmerse commercial game engine, as a general software architect. We have a license for that engine here, and its quite nice.
Try finding a used copy on amazon.com for less than the retail price (maybe about $50).
Graham Rhodes Senior Scientist Applied Research Associates, Inc.
For any intersection test algorithm, check this site first and check www.google.com later. http://www.realtimerendering.com/int/ Well at least that''s my method.
The algorithm for triangle/triangle intersection in 3D Game Engine design uses the Separating Axis Theorem as far as I know. You should try doing a search for that. Here''s one PDF on the theorem to get you started. http://www.magic-software.com/Documentation/MethodOfSeparatingAxes.pdf