Typically, the game physics simulation loop is something like:
1) detect collisions among objects
2) handle collision and user input
3) move objects
4) display objects
You can write all of that by yourself if you want -- you should do that at least once, to gain experience. Books such as "Real-time Collision Detection" by Christer Ericsson, or "Physics for Game Programmers" will help with that.
However, if you want to cheat, there are a number of libraries that do most of the work for you. Names include "BulletX" and "JigLibX." However, you need to understand the basics of collision detection and rigid body dynamics to really understand what those libraries give you. I would recommend you read one or two books on the subject before you actually dive in and try to use a library, else you'll be pretty confused.
Jon Watte, Direct3D MVP
kW X-port 3ds Max .X exporter
kW Animation source code