TheRooster
New member
I'm writing a pool simulator for fun, and recently I improved the ball-rail collision model so that 2x and 3x cross side banks are more realistic!
Videos are played back at 0.1x real time.
Twice Across:
Thrice Across:
(Here's a recent, related AZBilliards post https://forums.azbilliards.com/threads/fedor-showing-off.580154/, with a link to a video of Fedor demonstrating the real thing.)
The collision model is based on Chapter 5 Section 2 of Stronge W.J., Impact Mechanics. The model approximates the effects of "tangential compliance", i.e. the springiness of the rail parallel to the rail.
Prior to this, I used a classic impulse model for all collisions. The tangential forces were purely due to friction, and didn't account for tangential compliance. In that case, these banks were difficult or impossible to reproduce.
I briefly tested ShootersPool and I was able to get the 2x bank to work, but I couldn't get the 3x bank. I'm curious if ShootersPool or any other pool simulators can reproduce this effect.
Here are some technical details for the few who might be interested:
There is no numerical integration to solve differential equations; it's all done with simple harmonic motion equations that can mostly be solved directly for the final velocity at the contact point. The exception is some numerical root finding. I haven't measured anything yet, but I expect this is much faster than a numerically integrated model without much loss in accuracy. It's probably only slightly slower than the classic impulse model.
Videos are played back at 0.1x real time.
Twice Across:
(Here's a recent, related AZBilliards post https://forums.azbilliards.com/threads/fedor-showing-off.580154/, with a link to a video of Fedor demonstrating the real thing.)
The collision model is based on Chapter 5 Section 2 of Stronge W.J., Impact Mechanics. The model approximates the effects of "tangential compliance", i.e. the springiness of the rail parallel to the rail.
Prior to this, I used a classic impulse model for all collisions. The tangential forces were purely due to friction, and didn't account for tangential compliance. In that case, these banks were difficult or impossible to reproduce.
I briefly tested ShootersPool and I was able to get the 2x bank to work, but I couldn't get the 3x bank. I'm curious if ShootersPool or any other pool simulators can reproduce this effect.
Here are some technical details for the few who might be interested:
There is no numerical integration to solve differential equations; it's all done with simple harmonic motion equations that can mostly be solved directly for the final velocity at the contact point. The exception is some numerical root finding. I haven't measured anything yet, but I expect this is much faster than a numerically integrated model without much loss in accuracy. It's probably only slightly slower than the classic impulse model.
Last edited: