Physics

What the ball feels

Flight vs putting

Most clubs fly with loft, attack angle, backspin, and sidespin (air drag plus lift and curve). The putter never leaves the ground. Speed maps to roll distance, and face or path will not curve a putt. A hard smash (force above a finished recreational swing) can exceed the club’s band.

How shot shaping works

The strike has two sideways ingredients. Face sets the ball’s starting line; swing path relative to the face adds sidespin and bends the flight. A draw or hook starts to the right and works left. A fade or slice starts to the left and works right. A larger difference between face and path makes a stronger curve.

Casual vs Simulator shaping

Input Casual Simulator
Touch The same left/right flicks work, but face and path errors are softened. Deliberate shapes still bend with more room for a straight result. Preserves more of the flick’s starting direction and face-to-path difference, so the same diagonal curves more.
Motion Detection Softens the measured starting line and swing path, improves imperfect contact, and ignores wrist-delivery detail. Keeps more of the measured line and path. A bowed or released lead wrist adds draw bias; a cupped or held-off lead wrist adds fade bias when the camera can read the hand.

Club choice controls how strongly shape shows up: driver curves the most, then fairway woods, irons, and wedges. Sidespin bends the airborne ball and can kick it sideways on the first bounce; once the ball is rolling, slope, not leftover sidespin, controls its break.

Surfaces

Difficulty blends Normal, Medium, and Hard course behavior. Higher difficulty means faster greens, more break, and grabbier rough and sand.

Surface Feel
GreenLongest roll, most spin grab and check
FringeSlightly slower than the green
Fairway / TeeBalanced bounce and roll
RoughKills roll, soft bounce, less spin; auto-club upgrades
HardpanKickier bounce, scrubbed roll, little spin bite
BunkerShorter carry, steeper launch, less spin; wedges beat long clubs
DuneThe Sahara beyond the rough collar. Same feel as a bunker, with no edge to play out from
RegolithMoonbase dirt off the green ribbons. A shallow bunker: it grabs, but less than a shaped basin
IcePlayable, unlike water. The ball skids a long way and will not hold
Water / VoidDead. Penalty and drop

Slope, spin, and the short game

Wind. The flag flutters for atmosphere. It does not push the ball.

Difficulty knobs