   monkey ball like game decievingly hard to do...?
  So if one would be to code a game that has a single player experience that plays like monkey ball for the Gamecube, would that be something decievingly hard to code? I mean to me it sounds relativley easy:Have a camera, and your movements are attached to that.  The monkey ball then animates and runs around on ground, which is what is actually tilted and moved according to the camera position? There is some physics (collision, gravety, friction, velocity) that govern how your ball moves around ont he terrain which is being tilted and rotated by the camera view? wich is attached to the mouse?Is that sorta how it would go down? or am I wayyyy off base, and is it a lot more indepth (by difficulty, and indepth i mean relativly)Shane 
Yea one thing that took me a minute to figure out was that you dont just move the terrain from the orgin, you have to like inverse translate it to the ball''s position, rotate, then translate it back, or maybe it was the other way aorund, anyways as the ball went out it would raise the terrain slightly somehow, so the camera would be based off of the balls height not just from the origin.Since it looked fine i tried puting like a box around the level. Well i forgot that the camara was moving up with the level and so my box would get left behind and it was ugly, then i lost interest.Thats my experience with the game i thought would be so simple.P.s. i used ode for the physics and collision. ;  Yes... you just "attach" the camera to your ball...  You can just treat every action as though it affects the world, not the ball.  Rotation? Rotate the ground... Translation/movement? Translate the ground.Lot''s of fairly simple bounding-sphere collision detection...;  Check this demo:http://www.candomultimedia.com/3dStressBall/ ;  As far as games go i wouldn''t think it would be that hard to make... But having said that, you''re not going to be able to do it in just a few weeks time... Don''t forget you have to create all the levels/textures/models/sounds/etc... its not just a question of coding in the physics... ;  I think the hardest part would be the collision detection and rolling. The levels are fiendishly complex at times, yet the ball movement is always smooth and accurate. No getting snagged on polygon edges, no getting wedged in pointy shaped alleys, no drifting though the surfaces at high speed.Very tricky, probably easier if you use an existing math lib. ;quote:Original post by M3d10n  3D Stress BallThat was fun! ;quote:Original post by Oluseyi  quote:Original post by M3d10n   3D Stress BallThat was fun!   Agreed. Though it''s fegging hard, and I now hate the music. ;quote:Original post by superpig  quote:Original post by Oluseyi   [That was fun!Agreed. Though it''s fegging hard, and I now hate the music.Mute, my friend. Mute.It''s not that hard. It''s just not that responsive (I played with the mouse; maybe I should give the keyboard a try - or go pick up a gamepad...) ;  There is an OpenGL based game called Neverball that is exactly what you are wanting. It''s pretty mature for a game and is very playable. It''s open source so you can have the code and take it apart if you want to:http://icculus.org/neverball/it''s even kind of fun!