The Applications chapter in the "Introduction to High Performance Scientific Computing" book [0] (it's freely available as a PDF) has some chapters dedicated to relevant computational physics problems, i.e., Molecular Dynamics, N-body problems, and Monte Carlo methods (e.g., for approximating integrals).
Game engine implements only a tiny slice of physics science, and even that in very distorted smoke-and-mirrors way in order to make it run in realtime. You learn more about computational optimizations, numerical methods and linear algebra, while physics is mostly elementary level. For example, all of optics is stuffed into highly optimized and simplified rendering pipeline and "physically based rendering" is anything but.