BioSteam was my first Sophomore year project. It was unfinished since the team was unable to reform in the second semester largly due to academic reasons. I worked as Technical Director and Physics Programmer on this project. The following semester I worked on Colonel Aerial Eagle which stands as my final Sophomore year game.
The physics engine is based on an engine I had produced during the previous summer. My goals for prototype were to implement gravitational attraction, vector based collision maps, and the ability to run around loop-de-loops. Gravitational attraction was mostly completed (the circle in the middle of the loop-de-loop pulls in the player if he runs too slowly), with attraction to circle sectors and lines implemented (see 2D physics engine) but not displayed. Loop-de-loops are implemented using several circle sectors aligned, which is also used to make the hills in the demo.