in the end I actually went for precomputation, because if you compute the position of the ball in real time as the shot is taken you can get into a situation where the ball gets stuck or whatever and then what do you do? you can't backtrack to an earlier point in the shot and change it so the ball doesn't get stuck because you've already drawn the ball to the screen in its currently computed position.
so I went for an approach where the shots are precaculated to completion in a separate thread and only actually animated once you have a successful solution for the entire shot. then the main thread picks up the completed shot from the physics thread and only then does it start animating the ball
so I went for an approach where the shots are precaculated to completion in a separate thread and only actually animated once you have a successful solution for the entire shot. then the main thread picks up the completed shot from the physics thread and only then does it start animating the ball






