This demo reel showcases the implementations done for character physics, fluid physics and soft body physics. There is also a section on collision handling between different types of objects. Most of them are implemented using Microsoft XNA 2.0, with some done using OGRE.
I have experience with physics simulation programming, character rigging and R&D on anatomical and deformable models. In my free time, I work on small personal projects such as casual games and tools development.