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How to play Cue Ball Angle Trainer

Cue Ball Angle Trainer is a free pool (billiards) practice game that runs in your browser. It uses real-world pool physics (real ball and table sizes, ball–ball friction and throw, cloth friction, spin, cushion rebound, squirt) – see section 12. There is no opponent and no timer. Before every shot the game draws exactly what the physics will do – where the object ball goes, where the cue ball goes afterwards, and how much the balls “throw” – and after the shot it shows what really happened. You learn by placing a position, predicting, shooting and comparing.

This is a trainer, not a match. There are no turns, no fouls and nothing is locked. You can move the cue ball and the object balls (any ball) at any time – before a shot, after a shot, in every mode and every drill (only not while the balls are rolling) – just drag them to a new place. The plan, the throw and the cue-ball path are recalculated immediately, so you can test the same shot from a slightly different spot as often as you like.
The idea in one sentence. Aim the cue ball at the ghost ball (the spot where the cue ball must be when it touches the object ball) so that the object ball runs straight into the pocket – then watch where the cue ball goes next.

Contents: 1 Quick start · 2 The screen · 3 Ball and pocket · 4 Reading the lines · 5 Aim · 6 Cheat and thick/thin · 7 Spin · 8 Power and shooting · 9 Results · 10 Guess mode · 11 Modes and drills · 12 Real physics · 13 Ideas to learn · 14 Practice plan · 15 Questions

1. Quick start

Start screen on a phone held upright
On a phone held upright you see this start screen. Press Start playing, then turn the phone sideways – turning it is enough to enter the game.
  1. Landscape. The game is made for a wide screen. On a phone or tablet turn the device sideways (or press Start playing). On a computer just open the page.
  2. Set up any position you like. Drag the cue ball or any object ball wherever you want to practise – you can do this at any moment.
  3. Look at the plan. The game has already chosen an object ball and the best pocket (Auto mode) and drew the line the cue ball must follow.
  4. Shoot. Put a finger (or the mouse) on the long cue bar at the right edge, pull it down and let go. The farther you pull, the harder the shot.
  5. Compare. Watch the balls. Press Replay to see it again, Redo to try the same position, or just drag the balls into a new position.

2. The screen

The game screen
The game screen in Auto mode.
WhereWhat it is
☰ (top left)Options panel: analysis of the shot, mode, number of balls, guess mode, speed, drill card.
Auto / ManualWho chooses the aim: the game (Auto) or you (Manual).
Five pocket buttons (top centre)“Cheat the pocket”: aim at a different part of the pocket mouth, from the left jaw to the right jaw. Green = this aim pots the ball, red = it does not.
Cross-hair, − value +Auto thin/thick, and thinner / thicker hit in steps of 1/32 of a ball.
Replay / Redo / ✕Appear after a shot: replay it, retry the same position, or close this bar.
Text above the tableThe throw of the shot set up now (see section 9).
Text under the tableLast shot: what was actually played, and the same shot at the default power.
Ball row (left edge)Shows the numbered balls still on the table (potted ones are greyed). The lit one is the object ball. It is a display, not a button.
Small cue ball (top right)Where you hit the cue ball: follow, draw, side spin (section 7).
Green number and cue bar (right edge)The power (0–100) and the bar you pull to shoot. The green marker on the bar is the default power.

3. Choosing the ball and the pocket

How to move the balls (step by step)

  1. Press on the ball you want to move – the white cue ball or any numbered ball. Press on the ball or just beside it: on a touch screen the catch area is about a fingertip wide (so small screens are easy too), and when two balls are close together the one nearest to your finger is picked.
  2. Drag it across the table without lifting. It follows your finger or mouse, stays inside the cushions and the plan (lines, throw, cue-ball path) redraws as you move.
  3. Lift to drop it. Nothing else changes: the object ball, the pocket and your spin and power settings stay as they were.
  4. Dragging never needs a special mode: it works in Auto and in Manual, in Free play and in every drill. If the spot you drag to would overlap another ball the ball simply stays where it last fitted. Moving a ball clears the cheat and thick/thin settings, because the old aim no longer fits.
  5. Want the old position back? Press Redo (after a shot) to put all balls where they were before it. Random in ☰ deals a new Free-play layout, and New drill resets a drill.

Tip: to test how sensitive a shot is, drag the cue ball a few centimetres, look at how the cut angle, the throw and the exit angle change, then drag it back.

Full screen, and where to find help

4. Reading the lines on the table

You seeIt means
Line from the cue ball to a small dashed circleThe path of the cue ball to the ghost ball. Its colour shows how the ball moves: magenta = backspin, orange = sliding, yellow = rolling.
Dashed circle next to the object ballThe ghost ball: where the cue ball is at the moment of contact.
Green dashed line with a cross-hairThe path of the object ball to the aim point in the pocket. The big dashed circle around the pocket is the range of the pocket-cheat buttons.
Long white dashed line through the ghost ballThe 90° line (tangent): where a stop-shot cue ball would go.
Yellow line with an arrow after the contactWhere the cue ball goes afterwards, including cushions. The little circle at its end is where it stops.
Pink dashed line with a dotYour guess in Guess mode (section 10).
Red dashed line across the tableThe “centre line” of a drill that forbids the cue ball to cross it.
Green disc on the tableThe target zone of a drill: the cue ball must stop inside it.

5. Aim: Auto and Manual

Manual aim
Manual mode: the plan follows the aim you set, the pocket button in the middle is lit.

6. Fine control: cheat the pocket and thick/thin

Cheat the pocket and thicker hit
The right-most pocket button is lit (aiming at the right jaw) and the hit is set to +1/32 ball thicker.

Cheat the pocket (five buttons)

A pocket is wider than a ball, so the object ball does not have to aim at its centre. The five buttons move the aim point across the pocket mouth: far left jaw, half left, centre, half right, far right jaw. Each button is green when that aim still pots the ball and red when it would miss. Deep pockets accept balls over a wider range than shallow ones. Use the buttons to see how much room you really have, or press the lit button again to go back to the game’s choice.

Thicker or thinner (1/32 of a ball)

The buttons beside the value change the cut by 1/32 of a ball at a time (“+2/32” = two thirty-seconds thicker, “−1/32” = thinner). Tap the value to reset to 0. The cross-hair button (Auto) finds the offset that pots the ball. This is essential for frozen balls (touching the cushion): they only drop with a slightly thinner hit.

7. Spin: where the tip hits the cue ball

Spin loupe
While you hold the small cue ball a large copy appears under it. The red dot is the contact point of the tip.
  1. Press and hold the small cue ball at the top right. A big copy appears next to it.
  2. Drag without lifting: the dot moves relative to your finger, so you can place it precisely. The top half (cream) is follow, the bottom half (pink) is draw, the left and right halves are side spin. The centre is a plain hit.
  3. Release. The choice is kept until you change it. A line in the options panel names it, for example “Draw medium · right spin light”, and the aim line, throw and cue-ball path update at once.
ContactEffect
Centre or slightly lowStop shot: on a straight shot the cue ball stops where the object ball was.
Above centre (follow)The cue ball keeps rolling forward after contact and follows the object ball.
Below centre (draw)The cue ball spins backwards: after contact it leaves along the 90° line, then the backspin grips the cloth and bends the path back toward you.
Left / right (side spin)Changes the angle off cushions and adds spin-induced throw (section 9). In Auto the game compensates the aim for the swerve.

8. Power and shooting

Pulling the cue
Pulling the cue bar: the number (50) is the power, the fill shows how far you pulled, the marker is the default power.

9. Reading the results

After a shot
After a shot: Replay / Redo above the table, the Last shot line under it, and the 90° line.

The two text lines

Right = to the right as you look along the shot. The game does not tell you how to correct the throw – the numbers are there so you can learn it.

The options panel (☰)

Options panel
Options panel after a shot.
RowMeaning
Last shotSummary: whether the ball was potted and the angle the cue ball left at.
Best pocket / PocketWhich pocket, the cut angle (how far the object ball is cut from straight) and the distance object ball → pocket.
Cue-ball contactThe spin you chose.
Prediction“potted ✔” or “MISSED” for the current plan.
Object-ball throw / CIT / SITAs above, in degrees and cm.
Exit angle vs the 90° lineHow far the cue ball leaves from the 90° line (to the left = behind it, to the right = ahead of it).
Offset from the aim lineThe angle between the original aim line and the direction the cue ball leaves in.
Cue ball afterwardsWhether it hits cushions (“hits 1 cushion, then stops”) or runs straight.
Before contact / After contactHow far the cue ball slides and rolls, e.g. “sliding 82 cm → rolling 91 cm”.
Cut angle needed, Object ball heads, Distance cue ball → ghost ballGeometry of the shot being aimed.
After a shot: Actual cut angle, Angle between the balls after contact, Deviation from the 90° tangent, Cue-ball speed after contactWhat really happened, to compare with the plan.

10. Guess mode

Guess mode
Guess mode: the pink dashed line and dot are the guess; the plan of the cue ball’s path is hidden.
  1. Open ☰ and tick Guess mode. The game now hides where the cue ball will go after contact.
  2. Make sure the aim mode is Auto (in Manual a tap on the table sets the aim instead). Look at the position and tap the table where you think the cue ball will head after hitting the object ball. A pink dashed line shows your guess.
  3. Shoot. In the panel, Your guess error gives the difference in degrees: green under 5°, amber under 12°, red above that.

The panel also shows the 90° rule value for the shot (“a stun cue ball leaves ≈ 81.1° off the aim line”), a good starting point for your guess.

11. Modes and drills

Choose a game mode
“Choose a game mode” appears from ☰ → change mode, and also when you clear a table.

Free play

Random balls on the table, as many as you choose (Balls on the table in ☰, 1 to 10). The 10 ball is always there; the other numbers are drawn at random from 1–9. Press Random for a new layout, or drag balls yourself. Always hit the lowest ball first.

Drills

Choose a drill in Choose a game mode. Every drill has a card in ☰ with How and Goal, a score such as “0/4 · best 0”, and New drill. A run ends on a miss, a wrong-ball hit or a scratch; the dialog then offers the next mode.

A drill: rail cut
Drill “Rail cut”: pot the frozen ball and stop the cue ball inside the green disc.
DrillWhat to do
Rail cut · bring the cue ball backA ball frozen to the long rail, cut into the top-right corner. Use a slightly thinner hit (Auto finds it) and outside spin so the cue ball returns into the green circle. 4 shots in a row.
Wagon wheel off the railThe same shot five times; each time send the cue ball into a different green circle with follow, draw, side spin and 0, 1 or 2 rails.
Down the rail · frozen ballsFour balls frozen to the right rail; pot 1 → 4 in the corners and keep the cue ball on the right half (never past the red line).
Cue ball frozen to the short railBefore every shot the cue ball returns frozen to the middle of the bottom rail. Clear 6 balls into corner pockets in any order.
Corner box · 9 ballsNine balls in a 3×3 square in the top-right corner. Any order, all into that corner, cue ball never across the red line.
Corner box on the rails · 8 ballsThe box pushed against the cushions, so many shots are rail cuts. Same rules.
Split box · both endsTwo boxes, odd numbers at the top, even at the bottom: the cue ball must travel the length of the table. 1 → 8, each into its own corner.
Small area · two diamondsSix balls in the corner; the cue ball must stay above the red line. Balls 1 and 3 into the same pocket. Tiny, exact speed.
Line of balls · no cushionSeven balls in a line; run 1 → 7 with the cue ball never touching a cushion.
A to B · 1, 2 and 3 cushionsPot the same ball three times and send the cue ball into circle B with exactly one, then two, then three cushions: pure speed control.
Corner box drill
“Corner box”: nine balls in the corner, the red line the cue ball may not cross.

Speed

In ☰ the Speed menu replays at 0.25×, 0.5×, 1× or 2×. Use 0.25× to see the contact and the throw in slow motion.

12. The physics: the same as on a real table

Real-world physics, not an animation. Every shot is solved with the equations of motion of pool balls on cloth – the same effects as on a real table, in the same directions and of a similar size. Nothing is scripted: if you change the cut, the spin, the speed or the place where the ball hits a cushion, the paths change the way they would in a pool hall.

What the game simulates

Real-life effectIn the game
Real sizesRegulation balls (57.15 mm, 170 g) on a 9 ft table (2.54 m × 1.27 m playing surface) with six pockets of real proportions; the pocket shape comes from Dr. Dave Alciatore’s table-difficulty data. Balls are never made bigger or smaller.
Ball–ball collisionA slightly inelastic collision with friction between the balls. The friction depends on how fast the two surfaces slip against each other (Alciatore’s measured law). This produces throw: the object ball does not leave exactly along the line of centres (see the diagram). Throw shrinks with speed and changes with spin.
Cut angle and the 90° ruleCome out of the collision – they are not coded in. A stop shot leaves almost exactly along the 90° line; the game shows the small difference as “Deviation from the 90° tangent”.
Sliding, rolling and spinningA struck ball first slides, then rolls; a ball spins in place and finally stops. Cloth friction (sliding 0.15, rolling resistance 0.009 – a fast tournament cloth) decides how far each stage lasts: “sliding 82 cm → rolling 91 cm”. Follow and draw act through this friction, so they bend the path after the contact.
CushionsA compliant cushion with friction: the ball loses speed (roughly 10–15 % of it when it hits a lively tournament cushion straight on, more on shallow angles), and side spin changes the rebound angle and the spin itself.
The cue strikeThe tip hits a point on the ball. The offset gives follow, draw and side spin, and a small squirt (the ball starts slightly away from the side you hit). Hitting higher or lower or more to one side gives more of each effect; harder hits give more spin.
PocketsA ball drops when it arrives within the real mouth and is slow enough; a fast ball can rattle and miss. Deep pockets (high “difficulty” presets are tougher) accept a wider range of angles – this is what the five pocket buttons show.
Exact timingThe engine is event-based: it computes exactly when each ball touches another ball, a cushion, a pocket, or changes from sliding to rolling – not frame by frame – so the path you see is the solution, not an approximation of it.
1pocketcue ballghost ball = cue ball at contactobject ballcut anglestop shot leaves along this 90° line
The ghost ball: aim the cue ball at the spot where it will touch the object ball, on the line from the pocket through the object ball. The cut angle is the angle between the cue ball’s path and the object ball’s path. A stop-shot cue ball leaves along the dashed 90° line (the tangent through the contact point).
1follow: bends forwarddraw: bends backstun: straightcue ballobject ball → pocket
After the contact the cue ball first leaves along the 90° line. Spin then acts through the cloth: follow (top spin) bends the path forward toward the object ball’s direction, draw (backspin) bends it back, a stun shot stays straight. The game draws the cue ball’s path in colour: magenta = backspin, orange = sliding, yellow = rolling.
cue ball at contactline of centreswhere the ball really goesthrow
Throw (exaggerated): friction between the two balls drags the object ball a little off the line of centres. The part caused by the cut itself is CIT, the part caused by side spin on the cue ball is SIT. The game prints both in degrees and in centimetres at the pocket.
tip hits left of centre (as you look along the shot)where you aimedwhere the ball actually starts (to the right)
Squirt (exaggerated): when the tip hits left or right of centre the cue ball starts a little away from the side you hit. In Auto the game moves the aim to compensate; “Aim offset (auto spin / power compensation)” in the ☰ panel shows by how many degrees.
cushionarrivesreverse spin: steeper, shorterno spin: mirror anglerunning spin: flatter, longer
A cushion bounce. With no side spin the ball leaves at about the mirror angle (and loses speed). Side spin changes it: spin that carries the ball along the cushion (“running” side) makes it leave flatter and longer, reverse spin makes it leave steeper and shorter. The engine uses a compliant cushion with friction, so the effect grows with spin and with the angle of arrival.

What you will see (measured in this game)

One cut of about 23° into a corner pocket (9 ft table, cue ball about 1.1 m from the object ball), measured with the game’s own engine. Each row changes only the spin or the speed. The numbers show the real-world tendencies: more speed means less throw, follow reduces throw compared with a slightly-low or centre hit, and side spin adds a spin-induced throw that depends on the side.

ShotObject-ball throwCue-ball speed just after contact
Slightly low (stun), 2.2 m/s2.3° (all CIT)1.0 m/s
Centre hit, 2.2 m/s1.3°1.1 m/s
Follow (+0.3), 2.2 m/s0.3°1.0 m/s
Follow (+0.3), slow 1.2 m/s0.7°0.5 m/s
Follow (+0.3), fast 4.0 m/s0.25°1.9 m/s
Left side spin (−0.3), 2.2 m/sCIT 1.0° and SIT 2.1° (they act in opposite directions: total 1.1° the other way)0.9 m/s
Right side spin (+0.3), 2.2 m/sCIT 1.1° and SIT 0.4° (total 0.7°)0.9 m/s

The exact numbers depend on the position and are shown live in the game: try the same shot with different spin and watch the “Throw” line above the table.

What it does not simulate

Because the table in the game is perfect, results on a real table will differ a little (cloth, cushions and balls vary and age). The directions and relative sizes of the effects are real, which is what you need to train your eye.

13. Ideas this game teaches

14. A simple practice plan

  1. Day 1 – straight and cut shots. Free play, Auto, no spin. For ten shots, read “cut angle needed” before shooting and compare the cue ball’s exit with the 90° line.
  2. Day 2 – spin. Repeat one position with centre, follow and draw. Watch the yellow arrow change.
  3. Day 3 – predict. Tick Guess mode and aim for guess errors below 5°.
  4. Day 4 – precision. Use Manual, then the thick/thin and cheat buttons to find the real limits of a shot.
  5. Day 5+ – drills. Start with “Line of balls” and “A to B”, then the corner boxes.

15. Questions

Is it free? Do I need an account? It is free and needs no account. Nothing about your play is sent to a server (see Privacy).
The game says “Rotate your device”. It is built for a wide screen: turn the phone sideways.
The table does not appear or is slow. Reload the page; on slower devices the game lowers its graphics quality automatically.
My shot does not match a real table. The physics engine is a port of the open-source pooltool simulator and is a teaching tool; real cloth, cushions and cues vary (see credits).
Where is the Shoot button? You shoot by pulling the cue bar, which gives you control of the power in one movement.