I've got a ton of features left to grind in this week, and I'll blog my progress as I go.
The project is a space shooter. We're supposed to do a project that focus on physics and collision detection/response from ground-up using OpenGL, Qt and my school's real-time API GMlib. I've worked these requirements into my own engine, which holds my component-based entity system using properties, my Lua binding solution using LuaPlus, XML loading, libRocket for gui, ClanLib for general awesomeness and convenience, DevIL for texture loading, AssImp for asset/mesh loading and glew for OpenGL extensions.
In collaboration with my friend, Bill Lowe, who's an artist, and with the license of using Andre Roux's Ferox spaceship for Inifinity - Quest for Earth (non-commercial school project license), I've set out on making a Starfox-esque on-rails space-flight shooter. Working your way through an asteroid field you'll have to battle enemies and debries to survive.
I've got the basic stuff in place already, currently working on depth-sorted transparent objects, shooting and optimizing my crude collision detection... I'll give a status update each day from now on, and will detail out what I've been working on, problems I face, solutions, refactoring decisions, etc, etc, etc.
So, wish me luck!