YankeeJim: The wind never changes from the tee to the pin. The overview shows that. You're trying to factor random camera views into the mix. The wind is always 2mph going in the same direction.
The wind never changes, but the camera angle does. What happens if you are facing due north, and there is a due north tailwind, and then you hit it 50 yards to the left of the hole? You will have to turn 90 degrees to the right, at which point that due north tailwind becomes a right-to-left wind.
Similarly, if you launch the ball 50 yards over the pin, you will turn around, 180 degrees, at which point that due north tailwind becomes a headwind.
YankeeJim: What I hear you saying, correct me if I'm wrong, is that shot calculations in the game (VEM, beast, deviation, whatever) aren't made until the shot comes to rest and the view is factored in. No?
No.
The camera is moved, at which point the wind will be changed relative to the change in rotation of the camera, if needed (see above.) From there, you take your shot... put in your aim marker/power/aim click input, and then WGT tacks on random deviations (VEM increases these deviations) on top of that input (e.g. it will add on another .5% of power and make it go 1 degree to the left, or any number of combinations of power/aim deviations), and then, from there, it will launch the ball.
Once the ball is launched, it will continue to fly, wind constantly taking its effect on the velocity of the ball (a tailwind allowing the ball to retain its forward velocity, a headwind slowing the forward progress, and a sidewind creating left/right movement.) If it is programmed correctly, this flight/wind code includes use of sin and cosine calculations using the difference in angle (or what are called switch/case statements in order to speed up calculation) between the ball's flight path and the wind's direction (e.g. 90 degree difference -> wind's impact on the ball's direction should be based upon sin(90), or 100%, and have only a small effect on its velocity; 45 degree difference -> wind's impact on ball direction should be based upon sin(45), or 70.7%, and its effect on ball velocity should be significant [based upon cosine, i.e. cos(45), which is once again 70.7%], 0 degree difference -> wind's impact on ball flight direction should be nonexistent, but impact on ball velocity should be severe)... maybe even some more, fancier stuff. Flight will continue until a collision with the terrain is detected, at which point the degree and angle of bounce will be a function of terrain type (cart path = lots of bounce, fairway = quite a bit of bounce, rough = a bit of bounce, hard sand = a little bit of bounce, soft sand = hardly any bounce, water = no bounce), the ball's velocity, angle of flight, and the angle of that terrain at that specific location of impact. From there, a couple more bounces, and then roll.