Documentation Index
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Use this file to discover all available pages before exploring further.
Two variables determine where the cue ball goes after impact: effect (spin applied at the tip) and power (the velocity of the stroke). The Entrenador models both with the same professional physics engine used for the predictive guide and the real shot, so what you configure is exactly what you get on the table.
Effect (Spin)
The Effect Dot
The blue circle (effect dot) sits on a small image of the cue ball in the control area. Drag it to any position within the ball to set where the cue tip will contact the cue ball:
| Dot position | Spin type | Effect on route |
|---|
| Center | No spin | Neutral deflection |
| Top | Top spin (follow / corrido) | Cue ball continues forward after contact; opens routes that need extra roll |
| Bottom | Back spin (draw / retroceso) | Cue ball reverses or stops short after contact; closes routes that need a short angle |
| Left or right | Lateral spin | Opens or closes the rebound angle at each cushion; used to widen or tighten multi-cushion routes |
How Spin Affects the Physics
The physics engine models several real-world spin interactions:
- Cushion rebound — Spin in the direction of travel (follow) opens the exit angle; opposing spin (draw) closes it. The constant
RAIL_SPIN_OPEN_CLOSE = 0.118 governs this effect.
- Cloth decay — Spin diminishes gradually as the ball rolls:
SPIN_CLOTH_DECAY = 0.9984 per physics step. On long routes the cue ball loses most of its spin before the final cushion.
- Ball-to-ball throw — Lateral spin causes a small sideways push on the object ball at impact (
SPIN_THROW = 0.098; LONG_SPIN_THROW = 0.122 on extended shots).
- Cue swerve — Strong lateral effect produces a subtle curve in the cue ball path before the first cushion (
CUE_SWERVE_STRENGTH = 0.00072).
Deflection Guide Panel
The Guía dinámica: contacto real entre bolas panel (visible on desktop, tablet, and TV — hidden on mobile in Full-Screen Table mode) shows a live preview of how a chosen impact thickness combined with your current spin setting deflects the cue ball after contact with the object ball. As you aim at the red or yellow ball, the panel updates automatically to reflect the current geometry.
Use the thickness buttons to preview different impact points:
| Button | Meaning |
|---|
| Efecto | Loads the reference effect and aim from the selected practice play |
| Fino | Thin cut — minimal contact between cue ball and object ball |
| 1/4 de bola | Quarter ball contact |
| 1/2 bola | Half ball contact |
| 3/4 de bola | Three-quarter contact |
| Llena | Full ball contact — maximum transfer, minimal deflection |
When a play is loaded in Practice Mode, clicking Efecto does more than set the spin dot: it also repositions the cue using a fine geometric correction derived from the reference image of that play, synchronizing the tip contact point, the aim direction, and the mini-guide in the deflection panel simultaneously.
Power
Range and Display
The power range runs from 5% to 160%, displayed as a badge (Potencia X%) near the cue on the table. The range is divided into three zones:
| Range | Description |
|---|
| 5–100% | Normal range — covers the majority of plays |
| 100–120% | Short extended range — for plays with longer-than-normal routes |
| 120–160% | Full extended range — for the longest three-cushion routes requiring maximum speed |
Setting Power
Pull the cue handle further from the white ball to increase power. The badge updates in real time as you drag. On desktop, a single drag gesture covers the full range.
On mobile, power accumulates across multiple drag gestures: drag to 60%, lift your finger, re-touch the cue, and drag further to continue increasing past 60%. Moving the cue handle back toward the white ball reduces power. This prevents accidental maximum-power shots caused by a single wide swipe.
Power Reset on Play Load
Every time you select or reload a practice play, the power resets to 5%. This is intentional: it forces you to actively judge the required shot strength for each play rather than relying on a leftover setting from a previous attempt.
Physics Constants (Source Values)
The following values are compiled directly into the physics engine and apply to every shot — both the predictive guide and the real ball motion:
| Constant | Value | Description |
|---|
MAX_POWER | 22.2 | Internal velocity unit equivalent to 100% visible power |
MAX_LONG_POWER | 34.8 | Internal velocity unit for 160% extended shots |
FRICTION | 0.99505 | Cloth friction coefficient per physics step (normal shots) |
LONG_SHOT_FRICTION | 0.99635 | Reduced cloth friction for long-route shots (preserves more speed) |
RAIL_RESTITUTION | 0.932 | Energy retained after a normal cushion rebound |
LONG_RAIL_RESTITUTION | 0.958 | Higher rebound energy for long-route cushion contacts |
BALL_RESTITUTION | 0.965 | Energy retained in ball-to-ball collisions |
For most plays, start around 40–60% power and adjust from there. The majority of three-cushion routes in the 148-play library are designed for moderate pace — enough to carry three or four cushions without overshooting. Reserve 100%+ power for the longest routes, typically plays whose master guide spans nearly the full length of the table.
The yellow predictive guide is calculated using exactly the same physics constants — friction, restitution, spin decay, and throw — as the real shot. If the guide shows a three-cushion carambola at 55% power with bottom-right spin, firing Tirar with those same settings will produce the same trajectory on the table. There is no separate “guide physics” and “shot physics”: they are the same engine.