# Billiards Physics: Best Resources for Learning Pool Geometry

• Entropia
There are a few sites that explain the physics and geometry of playing billiards (pool). Some of these sites are Amateur Physics for the Amateur Pool Player by Ron Shepard, Jim Loy's Billiard Physics, and Geometry of Pool and Billiard Shot by Tom Weiskopf. These sites all provide information on the physics and geometry of playing billiards, and can help you improve your game.

#### Entropia

does anybody know of any good sites that explain the physics and geometry of playing billiards (pool) ?

yes yes I've tried that.

but it never ceases to amaze me, the websites other people can come across on a topic that i looked up.

but I've got enough.

thank you though! :D

So what exactly is you quest about?

well. i guess i made myself unclear.

what i meant was.. everytime i think i have "found every single website on the net possible on a particular subject", it never ceases to amaze me some cool stuff that i do miss, and only know about it when i actually *ask* people if they know of any particular sites.

This is probably all stuff you know but the most basic rule is just the geometric principle that the angle of incidence will equal the angle of reflection. So if the ball hits the side of the table at an angle of 25 degrees, it will rebound at that angle. If a ball hits another ball, the angle that it bounces off at will be similar to the ball bouncing off a wall tangential to the surface of the (struck) ball. When you hit the cue ball, the momentum from the stick is transferred to the cue. The cue transfers part of its momentum to whatever it hits. The total momentum is conserved, so that knowing the initial conditions should lead you to predict the outcome with vector analysis.

Don't also forget rolling friction (with k~0.05 for typical pool) which also applies to collisions with walls.

This is probably all stuff you know but the most basic rule is just the geometric principle that the angle of incidence will equal the angle of reflection. So if the ball hits the side of the table at an angle of 25 degrees, it will rebound at that angle. If a ball hits another ball, the angle that it bounces off at will be similar to the ball bouncing off a wall tangential to the surface of the (struck) ball. When you hit the cue ball, the momentum from the stick is transferred to the cue. The cue transfers part of its momentum to whatever it hits. The total momentum is conserved, so that knowing the initial conditions should lead you to predict the outcome with vector analysis.

The problem with this is that the effects of english (spin placed placed on the cue ball when hit) changes the geometry, effecting the cue ball bouncing off a cushion, draw, etc. and just generally make a mess of the geometry.

Yes, adding rotations and sliding friction essentially comlplicates it. But still solvable.

That's true huh, I wonder if you can get some exponential curving. I've noticed that if I move the stick a shorter distance before it strikes the cue the cue bounces back less after it hits a ball. Lower momentum gives you less friction.