move the mouse: aim — the guide line shows the first ball the cue will reach hold / release: charge the power meter and shoot C: continuous collision detection on/off (the green/red bar, top left) B: fire a full-power break without charging T: head-on tunnelling test: one ball, break speed, dead straight R: re-rack While aiming you get a ghost ball at the point of contact, a yellow arrow for where the object ball will set off (along the line of centres) and a pale one for where the cue ball will go (along the tangent) — which is the whole geometry of a cut shot, drawn from the same quadratic the physics uses. Top-left of the rail: the CCD telltale, then amber ticks for contacts that happen strictly inside the current frame, then a running total. Below them, in red, contacts the resolver had to handle from an already-overlapped state and the ones it could not handle at all. With CCD on the two red bars never appear.