Have you ever drawn a drill on paper? You sketch arrows on a court diagram, say "from here to here," and your player nods — then goes on court and hits something completely different. The arrow on paper has no height, no pace, and no second bounce.
Court View exists to turn that arrow into a real ball flight. You tap the walls and the floor in order, the ball is drawn along that path, and once you save it you can play the same drill in training. We have just rebuilt the physics underneath, and the two features that help you draw a drill are noticeably more accurate because of it.
The second bounce decides how hard a drill is
In squash you must hit the ball before it bounces twice. So when you design a drill, the number that really matters is not where the ball first lands — it is where the second bounce happens. If the second bounce is near the back wall, your player has to chase it all the way: that is a good length. If it dies short in the front court, they have to sprint in: that is a drop. Two shots can land in the same place and still be completely different amounts of work.
A saved drill seen from above: the drawn path, the first bounce, and the second bounce that follows from it.
Auto Hop — the physics places the second bounce for you
With Auto Hop on, you only place the first bounce. The engine works out how far that ball actually travels after it lands and places the second bounce for you, including any side-wall or back-wall contact on the way. No more guessing "about here" with your finger.
This is where the upgrade shows the most. Previously, the curve drawn on screen and the hop (the section from the first bounce to the second) came from two different calculations. Because of that, drawing the ball into a high spot on the front wall produced exactly the same hop as a ball hit low, and the direction the ball kicked off the floor could visibly disagree with the line that arrived at it. Now the hop is read from the very same simulation that draws the flight. Hit the front wall high and the hop runs longer; keep it low and it dies short.
Shot Snap — stop eyeballing the rebound angle
Turn Shot Snap on and, the moment you place your first wall point, the path that ball can actually take next — the reflection where the angle in equals the angle out — is drawn on the floor as a dashed guide. Points you tap after that snap onto the guide like a magnet. When you are drawing a cross-court or a boast that uses a second wall, you no longer end up with an angle the ball could never take. Tap far away from the guide and it will not snap, so drawing something deliberately unusual still works.
Both toggles live in the Court View side panel
Shot Snap and Auto Hop in the Court View side panel. Auto Hop is on by default; Shot Snap is off until you turn it on.
They are independent — Auto Hop works whether or not Shot Snap is on — but they are at their most accurate together: Shot Snap keeps your taps on a path the ball can really travel, and Auto Hop fills in the bounce that follows. When you are building a new drill, we recommend turning Shot Snap on and tapping wall, then floor.
The contact height on the wall is still your decision. The guide only fixes the direction seen from above; whether you hit high or low on the front wall is up to you — and that choice now feeds straight into how far the hop runs.
A simulation is still a simulation
This physics is an approximation, not a copy of a real ball. Court dimensions, ball rebound and air drag are computed from official specifications and measured references, but spin, ball temperature and condition, and the individual character of a particular floor or wall are not in the model. The path on screen and the ball on your court will never be identical. The goal is not perfect reproduction — it is an approximation realistic enough to judge rhythm and pattern. Treat it as something that shortens the explanation before you go on court, not as a replacement for court time.
What this means for coaches
The trajectory on your drill sheet and the ball your player receives in training are now much closer to each other. The reach area shown in Court View and the Tactics Board is drawn along the hop as well, so you can judge from the screen how many steps a drill will actually demand — which means you can dial the intensity of a session before it starts.
Try it
Open Court View, turn Shot Snap on, and tap one point on the front wall and one on the floor. The physics fills in the rest. Then move the front-wall contact higher and lower and watch how the hop changes. It explains a lot about why the same-looking shot dies in the back corner some days and comes back out on others.