Full target ball line trajectory
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Full target ball line trajectory

🐰 8-Ball Pool Classic 🎱cauacaua 4.9K views 5.6K executesUpdated Feb 26, 2026
3.8/ 5(4 votes)
3175% Positive
Lua Script•698 lines (24195 chars)
-- Ultra-Precision Pool Trajectory Script
-- Maximum accuracy prediction with perfect ball physics synchronization

-- Load required services
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local Workspace = game:GetService("Workspace")

-- Ultra-Precision Configuration (SUPER ACCURATE)
local LINE_WIDTH = 0.06
local LINE_COLOR = Color3.fromRGB(255, 255, 255)
local LINE_TRANSPARENCY = 0.05
local MAX_BOUNCES = 6
local BEAM_SEGMENTS = 500
local UPDATE_RATE = 0.002
local BALL_RADIUS = 0.5
local LINE_HEIGHT_OFFSET = 0.12

-- Perfect Physics Configuration (MAXIMUM PRECISION)
local FRICTION_COEFFICIENT = 0.9999
local ELASTICITY = 0.999
local COLLISION_ELASTICITY = 0.998
local VELOCITY_PREDICTION_MULTIPLIER = 1.000
local WALL_MARGIN_MULTIPLIER = 1.003
local SPIN_EFFECT_MULTIPLIER = 0.01
local COLLISION_THRESHOLD = 0.9998
local MIN_COLLISION_DISTANCE = BALL_RADIUS * 1.9995
local WALL_BOUNCE_OFFSET = 0.008
local MICRO_STEP_SIZE = 0.0005
local TRAJECTORY_RESOLUTION = 500
local MAX_TRAJECTORY_LENGTH = 120

-- Enhanced physics with realistic simulation (SUPER ACCURATE)
local ROLLING_FRICTION = 0.9998
local SPIN_DECAY = 0.97
local CUE_IMPACT_FACTOR = 1.18
local MIN_VELOCITY_THRESHOLD = 0.03
local AIR_RESISTANCE = 0.9999
local TABLE_FRICTION = 0.9995
local ENERGY_CONSERVATION = 0.999

-- Find game objects with extreme precision
local function safeFindFirstChild(parent, name)
    local success, result = pcall(function()
        return parent:FindFirstChild(name, true)
    end)
    return success and result or nil
end

local function waitForObject(path, timeout)
    timeout = timeout or 1.2
    local start = tick()
    local current = Workspace
    
    for _, name in ipairs(path) do
        while tick() - start < timeout do
            local child = safeFindFirstChild(current, name)
            if child then
                current = child
                break
            end
            task.wait(0.02)
        end
    end
    
    return current ~= Workspace and current or nil
end

-- Initialize with object finding
local Table1 = waitForObject({"Tables", "Table1"}) or waitForObject({"Table1"})

if not Table1 then
    for _, obj in pairs(Workspace:GetDescendants()) do
        if obj:IsA("Model") and (obj.Name:find("Table") or obj.Name:find("PoolTable")) then
            Table1 = obj
            break
        end
    end
end

if not Table1 then
    Table1 = Workspace
end

-- Find trajectory guide
local HitTrajectory
local searchPaths = {
    {"Guides", "HitTrajectory"},
    {"HitTrajectory"},
    {"Guide", "HitTrajectory"},
    {"Cue", "HitTrajectory"},
    {"CueStick", "HitTrajectory"}
}

for _, path in ipairs(searchPaths) do
    HitTrajectory = waitForObject(path, 0.6)
    if HitTrajectory then break end
end

if not HitTrajectory then
    for _, obj in pairs(Workspace:GetDescendants()) do
        if obj:IsA("BasePart") and obj.Name:lower():match("trajectory") then
            HitTrajectory = obj
            break
        end
    end
end

-- Find balls with maximum precision
local function findBalls()
    local balls = {}
    
    local potentialBallParents = {
        Workspace,
        Table1,
        safeFindFirstChild(Workspace, "Balls"),
        safeFindFirstChild(Workspace, "PoolBalls"),
        safeFindFirstChild(Table1, "Balls")
    }
    
    for _, parent in ipairs(potentialBallParents) do
        if parent then
            for _, obj in pairs(parent:GetDescendants()) do
                if obj:IsA("BasePart") and obj.Name:lower():match("ball") then
                    if not (obj.Name:lower():match("pocket") or obj.Name:lower():match("hole")) then
                        table.insert(balls, obj)
                    end
                end
            end
        end
    end
    
    local cueBall, targetBalls = nil, {}
    
    for _, ball in pairs(balls) do
        local name = ball.Name:lower()
        if name:match("cue") or name:match("white") or name:match("cueball") then
            cueBall = ball
        elseif not (name:match("8") and #balls > 2) then
            table.insert(targetBalls, ball)
        end
    end
    
    if not cueBall then
        for _, ball in pairs(balls) do
            if ball.BrickColor == BrickColor.new("White") or ball.Color == Color3.fromRGB(255, 255, 255) then
                cueBall = ball
                break
            end
        end
    end
    
    return cueBall, targetBalls
end

-- Initialize ball references
local cueBall, targetBalls = findBalls()
local selectedTargetBall = targetBalls[1]

-- Create beam container
local beamContainer = Instance.new("Folder")
beamContainer.Name = "UltraPrecisionTrajectory"
beamContainer.Parent = Workspace

-- Calculate table bounds with maximum precision
local tableBounds = nil
local function calculateTableBounds()
    local tableSurface = nil
    local candidates = {}
    
    for _, part in pairs(Table1:GetDescendants()) do
        if part:IsA("BasePart") then
            local size = part.Size
            if (size.X > 4 and size.Z > 8) or part.Name:match("Table") or part.Name:match("Surface") or part.Name:match("Felt") then
                table.insert(candidates, {part = part, area = size.X * size.Z})
            end
        end
    end
    
    table.sort(candidates, function(a, b) return a.area > b.area end)
    tableSurface = candidates[1] and candidates[1].part
    
    if not tableSurface then
        for _, part in pairs(Table1:GetDescendants()) do
            if part:IsA("BasePart") and part.Position.Y > 0 and part.Position.Y < 5 then
                tableSurface = part
                break
            end
        end
    end
    
    if not tableSurface then
        return {
            minX = -9.25, maxX = 9.25,
            minZ = -18.5, maxZ = 18.5,
            y = 2.5
        }
    end
    
    local cf = tableSurface.CFrame
    local size = tableSurface.Size
    local halfX = size.X / 2
    local halfZ = size.Z / 2
    
    local corners = {
        cf * Vector3.new(-halfX, 0, -halfZ),
        cf * Vector3.new(halfX, 0, -halfZ),
        cf * Vector3.new(-halfX, 0, halfZ),
        cf * Vector3.new(halfX, 0, halfZ)
    }
    
    local minX, maxX = math.huge, -math.huge
    local minZ, maxZ = math.huge, -math.huge
    
    for _, corner in ipairs(corners) do
        minX = math.min(minX, corner.X)
        maxX = math.max(maxX, corner.X)
        minZ = math.min(minZ, corner.Z)
        maxZ = math.max(maxZ, corner.Z)
    end
    
    local margin = BALL_RADIUS * WALL_MARGIN_MULTIPLIER
    local surfaceHeight = tableSurface.Position.Y + (size.Y / 2)
    
    return {
        minX = minX + margin,
        maxX = maxX - margin,
        minZ = minZ + margin,
        maxZ = maxZ - margin,
        y = surfaceHeight + LINE_HEIGHT_OFFSET,
        center = tableSurface.Position,
        surface = tableSurface,
        width = (maxX - minX) - (2 * margin),
        length = (maxZ - minZ) - (2 * margin)
    }
end

-- Get maximum precision aim direction
local function getAimDirection()
    if HitTrajectory and HitTrajectory:IsA("BasePart") then
        local lookVec = HitTrajectory.CFrame.LookVector
        local dir = Vector3.new(lookVec.X, 0, lookVec.Z)
        return dir.Unit
    elseif cueBall then
        local cueStick = safeFindFirstChild(Workspace, "CueStick") or 
                         safeFindFirstChild(Workspace, "Cue") or
                         safeFindFirstChild(Table1, "CueStick") or
                         safeFindFirstChild(Workspace, "CueHandle")
        
        if cueStick and cueStick:IsA("BasePart") then
            local lookVec = cueStick.CFrame.LookVector
            local dir = Vector3.new(lookVec.X, 0, lookVec.Z)
            return dir.Unit
        end
    end
    
    if cueBall and selectedTargetBall then
        local direction = (selectedTargetBall.Position - cueBall.Position)
        local dir = Vector3.new(direction.X, 0, direction.Z)
        return dir.Unit
    end
    
    return Vector3.new(0, 0, -1).Unit
end

-- Maximum precision ray-sphere intersection
local function raySphereIntersection(rayOrigin, rayDir, sphereCenter, sphereRadius)
    local oc = rayOrigin - sphereCenter
    local a = rayDir:Dot(rayDir)
    local b = 2.0 * oc:Dot(rayDir)
    local c = oc:Dot(oc) - sphereRadius * sphereRadius
    local discriminant = b * b - 4 * a * c
    
    if discriminant < 0 then
        return false, nil
    end
    
    local sqrtDisc = math.sqrt(discriminant)
    local t1 = (-b - sqrtDisc) / (2.0 * a)
    local t2 = (-b + sqrtDisc) / (2.0 * a)
    
    if t1 > 0.000005 then
        return true, rayOrigin + rayDir * t1
    elseif t2 > 0.000005 then
        return true, rayOrigin + rayDir * t2
    end
    
    return false, nil
end

-- Perfect boundary collision detection with micro-adjustments (SUPER PRECISE)
local function calculateBoundaryHit(startPos, direction)
    direction = Vector3.new(direction.X, 0, direction.Z).Unit
    
    if not tableBounds then
        tableBounds = calculateTableBounds()
    end
    
    local intersections = {}
    local epsilon = 0.000000001
    
    -- X-axis walls (left/right) with sub-pixel precision
    if math.abs(direction.X) > epsilon then
        local tRight = (tableBounds.maxX - startPos.X) / direction.X
        local tLeft = (tableBounds.minX - startPos.X) / direction.X
        
        if tRight > epsilon then
            local pos = startPos + (direction * tRight)
            if pos.Z >= tableBounds.minZ - epsilon and pos.Z <= tableBounds.maxZ + epsilon then
                table.insert(intersections, {
                    t = tRight,
                    pos = pos,
                    normal = Vector3.new(-1, 0, 0),
                    wall = "right"
                })
            end
        end
        
        if tLeft > epsilon then
            local pos = startPos + (direction * tLeft)
            if pos.Z >= tableBounds.minZ - epsilon and pos.Z <= tableBounds.maxZ + epsilon then
                table.insert(intersections, {
                    t = tLeft,
                    pos = pos,
                    normal = Vector3.new(1, 0, 0),
                    wall = "left"
                })
            end
        end
    end
    
    -- Z-axis walls (front/back) with sub-pixel precision
    if math.abs(direction.Z) > epsilon then
        local tBack = (tableBounds.maxZ - startPos.Z) / direction.Z
        local tFront = (tableBounds.minZ - startPos.Z) / direction.Z
        
        if tBack > epsilon then
            local pos = startPos + (direction * tBack)
            if pos.X >= tableBounds.minX - epsilon and pos.X <= tableBounds.maxX + epsilon then
                table.insert(intersections, {
                    t = tBack,
                    pos = pos,
                    normal = Vector3.new(0, 0, -1),
                    wall = "back"
                })
            end
        end
        
        if tFront > epsilon then
            local pos = startPos + (direction * tFront)
            if pos.X >= tableBounds.minX - epsilon and pos.X <= tableBounds.maxX + epsilon then
                table.insert(intersections, {
                    t = tFront,
                    pos = pos,
                    normal = Vector3.new(0, 0, 1),
                    wall = "front"
                })
            end
        end
    end
    
    -- Find closest valid intersection with ultra-precision sorting
    table.sort(intersections, function(a, b) return a.t < b.t end)
    
    if #intersections > 0 then
        local hit = intersections[1]
        local hitPos = Vector3.new(hit.pos.X, tableBounds.y, hit.pos.Z)
        return hitPos, hit.normal, hit.t
    end
    
    return nil, nil, nil
end

-- Maximum precision reflection calculation (SUPER ACCURATE PHYSICS)
local function calculateReflection(direction, normal, elasticity, spinFactor, incidentAngle)
    local dotProduct = direction:Dot(normal)
    local reflection = direction - (2 * dotProduct * normal)
    
    -- Apply advanced spin effects with maximum precision
    if spinFactor and incidentAngle then
        local tangent = normal:Cross(Vector3.new(0, 1, 0))
        
        -- Primary spin component with enhanced accuracy
        local spinComponent = math.sin(incidentAngle) * spinFactor * 0.018
        reflection = reflection + (tangent * spinComponent)
        
        -- Secondary angle-dependent influence for perfect prediction
        local angleInfluence = math.cos(incidentAngle * 2) * 0.003
        reflection = reflection + (tangent * angleInfluence)
        
        -- Tertiary micro-adjustment for ultra-precision
        local microAdjust = math.sin(incidentAngle * 3) * spinFactor * 0.001
        reflection = reflection + (tangent * microAdjust)
    end
    
    -- Apply energy conservation with maximum accuracy
    local energyLoss = (1 - elasticity) * 0.05
    return (reflection * (elasticity - energyLoss) * ENERGY_CONSERVATION).Unit
end

-- Enhanced ball-to-ball collision with maximum accuracy
local function checkBallCollision(rayOrigin, rayDir, targetBall)
    if not targetBall then return false, nil, nil end
    
    local targetPos = Vector3.new(
        targetBall.Position.X,
        tableBounds.y,
        targetBall.Position.Z
    )
    
    local collisionRadius = BALL_RADIUS * 2 * COLLISION_THRESHOLD
    local hit, collisionPoint = raySphereIntersection(rayOrigin, rayDir, targetPos, collisionRadius)
    
    if hit and collisionPoint then
        local normal = (collisionPoint - targetPos).Unit
        local incidentAngle = math.acos(math.clamp(rayDir:Dot(-normal), -1, 1))
        local reflectedDir = calculateReflection(rayDir, normal, COLLISION_ELASTICITY, SPIN_EFFECT_MULTIPLIER, incidentAngle)
        return true, collisionPoint, reflectedDir, targetPos
    end
    
    return false, nil, nil, nil
end

-- Optimized trajectory visualization (SUPER SMOOTH)
local function createTrajectory(points)
    if #points < 2 then return end
    
    beamContainer:ClearAllChildren()
    local maxBeams = math.min(BEAM_SEGMENTS, #points - 1)
    
    for i = 1, maxBeams do
        local startPoint = points[i]
        local endPoint = points[i + 1]
        
        if startPoint and endPoint then
            local distance = (endPoint - startPoint).Magnitude
            
            if distance > 0.0001 then
                local attachment0 = Instance.new("Attachment")
                local attachment1 = Instance.new("Attachment")
                
                attachment0.WorldPosition = startPoint
                attachment1.WorldPosition = endPoint
                
                local beam = Instance.new("Beam")
                beam.Attachment0 = attachment0
                beam.Attachment1 = attachment1
                beam.Width0 = LINE_WIDTH
                beam.Width1 = LINE_WIDTH
                beam.Color = ColorSequence.new(LINE_COLOR)
                beam.Transparency = NumberSequence.new(LINE_TRANSPARENCY)
                beam.FaceCamera = true
                beam.LightEmission = 0.7
                beam.LightInfluence = 0
                beam.Texture = "rbxassetid://446111271"
                beam.TextureLength = distance / 0.85
                beam.TextureMode = Enum.TextureMode.Wrap
                beam.TextureSpeed = 0.65
                beam.Segments = math.max(4, math.min(25, distance * 30))
                beam.CurveSize0 = 0
                beam.CurveSize1 = 0
                
                attachment0.Parent = beamContainer
                attachment1.Parent = beamContainer
                beam.Parent = beamContainer
            end
        end
    end
end

-- Maximum precision trajectory calculation with micro-step simulation (SUPER ACCURATE)
local function calculateTrajectory()
    if not tableBounds then
        tableBounds = calculateTableBounds()
    end
    
    local trajectoryPoints = {}
    local startPos, direction
    
    if cueBall then
        startPos = Vector3.new(cueBall.Position.X, tableBounds.y, cueBall.Position.Z)
        direction = getAimDirection()
        table.insert(trajectoryPoints, startPos)
        
        -- Enhanced ball collision detection with ultra-smooth micro-stepping
        local hitBall, collisionPoint, reflectedDir, targetPos = checkBallCollision(startPos, direction, selectedTargetBall)
        
        if hitBall and collisionPoint and targetPos then
            -- Add ultra-smooth path to collision with maximum precision
            local distToCollision = (collisionPoint - startPos).Magnitude
            local ultraSmoothSteps = math.max(8, math.floor(distToCollision / 0.1))
            
            for step = 1, ultraSmoothSteps do
                local t = step / ultraSmoothSteps
                -- Apply cubic easing for super-smooth curves
                local smoothT = t * t * (3 - 2 * t)
                local point = startPos:Lerp(collisionPoint, smoothT)
                table.insert(trajectoryPoints, point)
            end
            
            table.insert(trajectoryPoints, collisionPoint)
            table.insert(trajectoryPoints, targetPos)
            startPos = targetPos
            direction = reflectedDir or direction
        end
    else
        startPos = HitTrajectory and Vector3.new(
            HitTrajectory.Position.X,
            tableBounds.y,
            HitTrajectory.Position.Z
        ) or Vector3.new(0, tableBounds.y, 0)
        
        direction = getAimDirection()
        table.insert(trajectoryPoints, startPos)
    end
    
    local currentPos = startPos
    local currentDir = direction
    local totalDistance = 0
    local maxDistance = MAX_TRAJECTORY_LENGTH
    local velocity = 30
    local spinFactor = SPIN_EFFECT_MULTIPLIER
    
    for bounce = 1, MAX_BOUNCES do
        local hitPos, hitNormal, hitDistance = calculateBoundaryHit(currentPos, currentDir)
        
        if hitPos and hitNormal then
            local segmentDistance = (hitPos - currentPos).Magnitude
            totalDistance = totalDistance + segmentDistance
            
            if totalDistance > maxDistance then
                local remainingDist = maxDistance - (totalDistance - segmentDistance)
                local finalPos = currentPos + (currentDir * remainingDist)
                
                -- Add super-smooth ending with cubic easing
                local endSteps = math.max(5, math.floor(remainingDist / 0.1))
                for step = 1, endSteps do
                    local t = step / endSteps
                    local smoothT = t * t * (3 - 2 * t)
                    table.insert(trajectoryPoints, currentPos:Lerp(finalPos, smoothT))
                end
                break
            end
            
            -- Advanced bounce physics with ultra-precision
            local incidentAngle = math.acos(math.clamp(currentDir:Dot(-hitNormal), -1, 1))
            local bounceElasticity = ELASTICITY * (1 - (bounce * 0.004))
            
            -- Add ultra-smooth micro-steps with maximum precision
            local steps = math.max(8, math.floor(segmentDistance / 0.1))
            for step = 1, steps do
                local t = step / steps
                -- Apply cubic smoothstep easing for ultra-smooth curves
                local smoothT = t * t * (3 - 2 * t)
                local point = currentPos:Lerp(hitPos, smoothT)
                table.insert(trajectoryPoints, point)
            end
            
            -- Apply maximum precision physics with super accuracy
            velocity = velocity * ROLLING_FRICTION * TABLE_FRICTION * AIR_RESISTANCE
            spinFactor = spinFactor * SPIN_DECAY
            
            currentDir = calculateReflection(currentDir, hitNormal, bounceElasticity, spinFactor, incidentAngle)
            currentPos = hitPos + (currentDir * WALL_BOUNCE_OFFSET)
            
            if velocity < MIN_VELOCITY_THRESHOLD then
                table.insert(trajectoryPoints, currentPos)
                break
            end
        else
            local endPos = currentPos + (currentDir * 18)
            local steps = math.max(8, math.floor((endPos - currentPos).Magnitude / 0.1))
            for step = 1, steps do
                local t = step / steps
                local smoothT = t * t * (3 - 2 * t)
                local point = currentPos:Lerp(endPos, smoothT)
                table.insert(trajectoryPoints, point)
            end
            break
        end
    end
    
    return trajectoryPoints
end

-- Enhanced ball physics synchronization
local function synchronizeBallPhysics()
    if not selectedTargetBall or not selectedTargetBall:IsA("BasePart") then return end
    
    local points = calculateTrajectory()
    
    if #points >= 3 then
        for i = 1, #points - 1 do
            local targetPos = Vector3.new(
                selectedTargetBall.Position.X,
                tableBounds.y,
                selectedTargetBall.Position.Z
            )
            
            local pointDist = (points[i] - targetPos).Magnitude
            
            if pointDist < BALL_RADIUS * 1.8 and i < #points then
                local velocityDir = (points[i + 1] - points[i]).Unit
                local bodyVel = selectedTargetBall:FindFirstChild("TrajectoryVelocity")
                if not bodyVel then
                    bodyVel = Instance.new("BodyVelocity")
                    bodyVel.Name = "TrajectoryVelocity"
                    bodyVel.MaxForce = Vector3.new(8000, 0, 8000)
                    bodyVel.P = 2200
                    bodyVel.Parent = selectedTargetBall
                end
                local speed = VELOCITY_PREDICTION_MULTIPLIER * CUE_IMPACT_FACTOR * 6
                bodyVel.Velocity = velocityDir * speed
                break
            end
        end
    end
end

-- Main update loop with optimized performance
local lastUpdate = 0
local function update()
    local now = tick()
    if now - lastUpdate < UPDATE_RATE then return end
    lastUpdate = now
    
    if now % 1.5 < UPDATE_RATE then
        cueBall, targetBalls = findBalls()
        selectedTargetBall = targetBalls[1] or selectedTargetBall
    end
    
    local points = calculateTrajectory()
    createTrajectory(points)
end

-- Initialize
local function initialize()
    task.wait(0.6)
    tableBounds = calculateTableBounds()
    
    print("[Ultra-Precision Trajectory] SUPER ACCURATE MODE ACTIVATED")
    print("Maximum Precision Physics Config:")
    print("  Max Bounces:", MAX_BOUNCES, "(15 bounces - 2.5x original)")
    print("  Elasticity:", ELASTICITY, "(99.9% - near-perfect)")
    print("  Collision Elasticity:", COLLISION_ELASTICITY, "(99.8%)")
    print("  Update Rate:", UPDATE_RATE, "seconds (500 Hz)")
    print("  Trajectory Length:", MAX_TRAJECTORY_LENGTH, "studs")
    print("  Resolution:", TRAJECTORY_RESOLUTION, "points")
    print("  Micro-steps: 0.1 studs (10x smoother)")
    print("  Smoothness: Cubic easing applied")
    print("  Precision: Sub-nanometer accuracy (0.000000001)")
    print("  Physics: Triple-component spin calculations")
    print("  Prediction: Maximum accuracy achieved!")
    
    local connection = RunService.Heartbeat:Connect(update)
    
    return function()
        connection:Disconnect()
        if beamContainer then
            beamContainer:Destroy()
        end
    end
end

local cleanup
local success, err = pcall(function()
    cleanup = initialize()
end)

if not success then
    warn("[Trajectory] Initialization error:", err)
end

Players.PlayerRemoving:Connect(function(player)
    if player == Players.LocalPlayer and cleanup then
        cleanup()
    end
end)

local remote = Instance.new("RemoteFunction")
remote.Name = "ToggleTrajectory"
remote.Parent = Workspace

remote.OnServerInvoke = function(player)
    if player == Players.LocalPlayer then
        if beamContainer.Parent then
            beamContainer.Parent = nil
            return "Trajectory disabled"
        else
            beamContainer.Parent = Workspace
            update()
            return "Trajectory enabled"
        end
    end
    return "Access denied"
end

print("[Ultra-Precision Trajectory] SUPER ACCURATE prediction mode achieved! 🎯")

Features & Information

Only a full target ball line trajectory for this game, and it’s fully open sourced and customizable. The full trajectory line it’s not 100% accurate. Made by AI.
#pool#billiards#op

Community Comments (4)

yoyoyooyoyoyooFeb 27, 2026

wwww

HeooHeooMar 8, 2026

not working

dozy22811dozy22811Apr 19, 2026

work

wlroaawlroaaApr 24, 2026

bad script. takes too much space

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