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#include <acknex.h>
#include <default.c>

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VECTOR ball_speed;
VECTOR Temp;
ENTITY* ball;
ENTITY* Slab;

function main()
{
fps_max = 200;
level_load("roller.wmb"); // load the level
wait (2); // wait until the level is loaded
ball = ent_create ("ball.mdl", vector(-400, 0, 100), NULL); // create the ball
ph_setgravity (vector(0, 0, -426)); // set the gravity
phent_settype (ball, PH_RIGID, PH_SPHERE); // set the physics entity type
phent_setmass (ball, 3, PH_SPHERE); // and its mass
phent_setfriction (ball, 199); // set the friction
phent_setdamping (ball, 20, 20); // set the damping
phent_setelasticity (ball, 20, 5); // set the elasticity
Slab = ent_create ("Slab.mdl", vector(-400, 0, 100), NULL); // create the ball
phent_settype (Slab, PH_RIGID, PH_BOX); // set the physics entity type
phent_setmass (Slab, 1, PH_BOX); // and its mass
phent_setfriction (Slab, 199); // set the friction
phent_setdamping (Slab, 20, 20); // set the damping
phent_setelasticity (Slab, 90, 5); // set the elasticity
phent_settype (Slab, 0 , 0); // set the physics entity type
Slab.scale_x = 5;
Slab.scale_y = 5;
Slab.scale_z = 5;
wait (1);
c_setminmax(Slab);
phent_settype (Slab, PH_RIGID, PH_BOX); // set the physics entity type

while (1)
{
ball_speed.x = 35 * (key_cur - key_cul); // move the ball using the cursor keys
ball_speed.y = 35 * (key_cuu - key_cud); // 25 sets the x / y movement speeds
ball_speed.z = 0; // no need to move on the vertical axis
phent_addtorqueglobal (ball, ball_speed); // add a torque (an angular force) to the ball
//camera.x = ball.x - 400; // keep the camera 300 quants behind the ball
//camera.y = ball.y; // using the same y with the ball
//camera.z = ball.z + 100; // and place it at z = 1000 quants
//camera.tilt = -5; // make it look downwards
camera.x = 500;
camera.y = 500;
camera.z = 500;
vec_set(Temp,ball);
vec_sub(Temp,camera);
vec_to_angle( camera.pan ,Temp); // now MY looks at YOU
wait (1);

}
}
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