Projectile motion simulator
Set the launch, watch the arc — the numbers update with every slider move.
SIMULATOR · MATH · PHYSICS
Drag the sliders and watch the arc fly: 20 m/s at 45° from the ground travels 40.77 m, peaks at 10.19 m, and lands after 2.88 s. The dot animates along the real path, and you can save up to three launches to compare them side by side. No air resistance, just gravity at 9.81 m/s² — the clean physics underneath every throw, kick, and shot.
Set the launch, watch the arc — the numbers update with every slider move.
Split the launch into sideways and up-down parts, then let gravity do the rest. Horizontal speed never changes (nothing pushes sideways), while vertical speed drops by 9.81 m/s every second. At the defaults — 20 m/s at 45° from the ground — the split is 14.14 m/s each way, the flight lasts 2.88 s, and the range is 40.77 m.
Defaults: 20 m/s, 45°, 0 m. Split: vx = 20 × cos 45° = 14.14 m/s, vy = 20 × sin 45° = 14.14 m/s. Flight time = 2 × 14.14 ÷ 9.81 = 2.88 s. Range = 14.14 × 2.88 = 40.77 m. Max height = 14.14² ÷ (2 × 9.81) = 10.19 m. Impact speed = 20.00 m/s — same as launch, because it lands at the height it left.
Branch — launched from height: 20 m/s, 45°, 10 m up. The extra fall stretches the flight to 3.47 s and the range to 49.08 m; peak height is 20.19 m and it lands at 24.42 m/s — faster than it left, because gravity had 10 m of extra falling to work with.
Branch — straight up: 10 m/s, 90°, 0 m. No sideways motion at all: it climbs to 5.10 m, hangs for a blink, and comes back down after 2.04 s, landing at 10.00 m/s.
Branch — low and fast: 25 m/s, 30°, 5 m up. Range 62.79 m, flight 2.90 s, peak 12.96 m, impact 26.89 m/s — the shallow angle trades height for distance.
| Output | Formula | What it means |
|---|---|---|
| Range | vx × T | 40.77 m at the defaults — how far from the launch point it lands. |
| Max height | h + vy² ÷ (2g) | 10.19 m at the defaults — the top of the arc, where vertical speed hits zero. |
| Flight time | (vy + √(vy² + 2gh)) ÷ g | 2.88 s at the defaults — up and back down to the ground. |
| Impact speed | √(vx² + vy² + 2gh) | 20.00 m/s at the defaults — faster than launch whenever it falls from height. |
| Horizontal velocity | v × cos θ | 14.14 m/s — constant from launch to landing. |
| Vertical velocity | v × sin θ | 14.14 m/s at launch, shrinking by 9.81 m/s each second. |
This is the ideal vacuum model: constant gravity of 9.81 m/s², flat ground, no wind, no spin, no air resistance. Real throws land shorter — a baseball at 40 m/s loses a noticeable share of its range to drag, and a golf ball's dimples change the drag entirely. Treat the answers as the ceiling for a real throw, exact for a textbook problem. At 100 m/s the drag error dominates, so use the top of the slider for intuition, not for engineering.
Bright Side Kit. "Projectile Motion Simulator." https://brightoolbox.com/projectile-motion-simulator/ Accessed October 26, 2026.From flat ground, range = v² ÷ g. At 20 m/s that is 400 ÷ 9.81 = 40.77 m. 45° is the farthest angle from level ground because it splits the speed evenly between forward motion and hang time.
Flight time = (vy + √(vy² + 2gh)) ÷ g, where vy = v × sin θ and h is the launch height. At 20 m/s, 45°, 10 m up, that gives 3.47 s — the extra 10 m of falling adds about 0.59 s over the flat-ground 2.88 s.
45° from flat ground. From a height, the best angle is lower — at 10 m up with 20 m/s, the optimum is about 39° (49.78 m, versus 49.08 m at 45°). The simulator's save-and-compare shows this directly: save 45°, then try 39° and 40° from the same height.
Because the projectile has farther to fall, it stays airborne longer, and the constant horizontal speed keeps carrying it forward the whole time. From 10 m up at 20 m/s and 45°, the range grows from 40.77 m to 49.08 m — about 20% farther for 10 m of height.
The speed at the instant it hits the ground: √(vx² + vy² + 2gh). From flat ground it equals the launch speed (20.00 m/s at the defaults); from 10 m up it is 24.42 m/s, because gravity added speed during the extra fall.
Because the clean model is the one every textbook and most games use first — and the drag math needs the object's size, shape, and mass, which a simple simulator cannot know. The answers are exact for the ideal model and a ceiling for real throws: a real ball always lands shorter.