Projectile Motion Simulator

Experiment with projectile motion using adjustable launch speed, angle, height, and gravity. Watch animated flight paths, scrub through time, and inspect live position and velocity readings. Compare trajectories and examine height charts alongside calculated range, maximum height, flight duration, and impact speed.

Launch controls
24 m/s
1 m/s60 m/s
45°
0°90°
0 m
0 m50 m
9.81 m/s²
1 m/s²20 m/s²
1.0×
0.25×3×
Ideal motion with constant gravity and no air resistance. The projectile lands at ground level.
Flight visualisationReady to launch
Current pathSaved path
0.00 / 3.46 s
Range
–
metres
Max height
–
metres above ground
Flight time
–
seconds
Impact speed
–
m/s
Height over time
Live flight data
Elapsed time0.00 s
Horizontal position0.00 m
Vertical position0.00 m
Horizontal velocity0.00 m/s
Vertical velocity0.00 m/s
Current speed0.00 m/s
Motion equations
x(t) = v₀ cos(θ) · t
y(t) = h₀ + v₀ sin(θ) · t − ½gt²

Table of Contents

  1. How Projectile Motion Simulator Works?
  2. Practical Use Cases
  3. Accuracy and Limitations
  4. Frequently Asked Questions (FAQs)
  5. Cite This tool

Highlights

  • Animated projectile trajectory with interactive launch controls
  • Adjustable speed, angle, launch height and gravity
  • Range, maximum height, flight time and impact-speed calculations
  • Height-versus-time chart and live velocity and position data
  • Pause, scrub, change playback speed and compare saved paths

How Projectile Motion Simulator Works?

The Projectile Motion Simulator is an interactive physics tool for examining two-dimensional motion under constant downward gravity. Adjust initial speed, launch angle, launch height and gravitational acceleration, then launch an animated projectile. The trajectory, height-versus-time chart, summary measurements and live flight data update to reflect the chosen inputs.

The simulator models an ideal projectile without air resistance. Horizontal velocity stays constant, while vertical velocity decreases at a constant rate due to gravity. Initial horizontal and vertical velocity components are:

v0x=v0cos⁡θv0y=v0sin⁡θ

At elapsed time t, the projectile’s horizontal and vertical positions are calculated from the starting height h:

x(t)=v0xty(t)=h+v0yt−12gt2

The flight ends when the projectile reaches ground level, y = 0. The tool calculates horizontal range, maximum height above ground, flight time and impact speed, including launches from above ground level. For a launch and landing at the same height, the familiar range relationship is R = v₀² sin(2θ)/g. That simplified expression is not generally valid when the launch height is nonzero.


ControlWhat it demonstrates
Initial speedChanges the magnitude of the launch velocity
Launch angleRedistributes launch velocity between horizontal and vertical directions
Launch heightChanges the starting position above ground and the flight duration
GravityChanges downward acceleration and the curvature of the path
Playback speedChanges animation pace, not the underlying physical results
Launch, pause and flight progressAnimate, pause or inspect the projectile at a selected moment
Save pathOverlays a previous trajectory for visual comparison

The live flight data display shows elapsed time, position, horizontal and vertical velocity, and instantaneous speed. Use the height-time graph alongside the trajectory to connect graphical shape with the motion equations.

Practical Use Cases

Exploring launch angle: Keep initial speed and gravity unchanged while varying angle to observe trade-offs between height, flight time and range.

Comparing launch speeds: Increase speed and see how horizontal reach and maximum height change, even when the angle stays fixed.

Investigating elevated launches: Introduce a nonzero launch height to see why flight duration and range differ from the level-ground case.

Exploring different gravity: Change gravitational acceleration to examine its effects on curvature, flight time and maximum height.

Interpreting graphs: Compare the arcing trajectory with the parabolic height-versus-time graph and review the live velocity components.

Classroom demonstrations: Save one trajectory, change a control and compare paths to develop and test hypotheses about projectile motion.

Practising kinematics: Calculate theoretical range, peak height or flight time using the standard equations, then compare with the on-screen results.

Accuracy and Limitations

The Projectile Motion Simulator uses idealised two-dimensional kinematics with constant gravitational acceleration and no air resistance. It is intended for physics education and conceptual exploration, not for forecasting real-world trajectories where aerodynamic drag, wind, lift or other forces matter.

The model assumes a fixed launch angle and speed, a level ground surface at y = 0 and downward gravity that does not change during flight. It does not simulate spin, changing air density, Earth’s curvature or rotation, collisions with obstacles, bouncing, or powered flight. Changing playback speed affects only visual presentation.

Horizontal and vertical positions follow standard constant-acceleration equations. Reported range is horizontal displacement to ground impact, maximum height is measured above ground, and impact speed is the magnitude of the final velocity vector. A projectile fired from a nonzero height may have different launch and impact speeds even without air resistance.

The graphical scale adapts to the selected parameters, so the size of an arc on screen should not be used as an absolute measurement without reading its numerical values. The displayed values are approximate floating-point calculations and may be rounded for readability. The simulator is not a measurement instrument or a replacement for controlled experiments.

For further study, consult a general introductory physics text on two-dimensional motion and vectors, such as OpenStax University Physics: Projectile Motion.

Frequently Asked Questions

It calculates the ideal projectile trajectory, horizontal range, maximum height above ground, flight time and impact speed. It also shows instantaneous position, velocity components and speed as the animation progresses.

Initial speed controls the overall launch velocity. Launch angle divides that velocity into horizontal and vertical components; changing either alters the trajectory, height, time in flight and range.

With no air resistance and equal launch and landing heights, a 45° angle maximises range for a fixed launch speed and gravity. With a launch height above ground, the angle for maximum range is generally different.

An elevated projectile typically stays airborne longer and travels farther horizontally before reaching the ground, assuming the initial speed, angle and gravity remain unchanged.

Higher gravitational acceleration makes vertical velocity decrease more quickly and generally shortens flight time and lowers peak height. Lower gravity typically increases flight time and reach.

Save path keeps a previous trajectory visible as a comparison overlay. Change the inputs after saving it to compare two flight paths visually.

No. Playback speed changes how quickly the animation runs on screen. The physical flight time, range, peak height and impact speed are calculated from the launch parameters.

No. It assumes ideal motion under constant downward gravity, with no air resistance, wind, spin or other forces. Real projectiles can behave differently.

Cite This tool