i,m making a 3d pool (billiard) simulation using c++ in opengl for my project.
where can i get a proper source to refer as what i found on web were not very useful for me.
Any links or sources from you are appreciable.

Dani AI

Generated

posted that the goal is a C++/OpenGL pool simulation. A practical path is to treat physics as 2D (the table plane) while rendering the scene in 3D. That keeps math simple, runs fast, and still looks convincing. Implement the project in small, testable stages: single-ball motion, two-ball collisions, rails (cushions), pockets, then add friction and spin.

Suggested development steps:

  • Model each ball with mass, radius and linear velocity (add angular velocity later for spin). Work in consistent units (meters, seconds).
  • Do collision detection on the plane: circle-circle tests for balls and segment-circle for rails/pockets. Use an impulse-based collision resolver for ball-ball contacts and reflect-with-restitution for rails. After applying impulses, use a small positional correction to remove penetration; this prevents energy glitches.
  • Handle pockets by checking ball-center vs pocket-mouth radius and then remove/sink the ball when it qualifies; animate a short fade or inward motion for realism.
  • Implement friction and rolling incrementally. Start with linear damping to simulate rolling resistance. Add a simple coupling from tangential contact friction to angular velocity to model English (side spin) only after the collision code is stable.
  • Use a fixed physics timestep (for example 1/120 s) and substeps or simple continuous collision checks to avoid tunneling with fast shots.

Architecture and tools:

  • Keep physics and rendering separate. Run physics on a deterministic tick; interpolate for smooth rendering.
  • Use a math library like GLM for vectors/matrices. For a quick full-3D rigid-body solution consider Bullet or ODE, but a custom 2D solver is educational and small.
  • Add visual debug overlays (contact normals, velocity vectors, bounding circles) and unit tests for simple scenarios (head-on elastic collision, stationarity after damping).

For deeper, authoritative guidance, consult standard references on collision and game physics (for example Christer Ericson and Ian Millington). Note 's offer to build a full game: if outsourcing is considered, define scope, platforms, and deliverables (AI, networking, UI) before requesting estimates.

hi friend we want a 3d and 2d pool and snooker full game

like this

full game with ranking score with fully web site give us estimate and time estimate

please submit ur estimate in US Dollers


thanks

any 1 will make this?

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