Simulation · Kinematics
Projectile motion
Explore how horizontal and vertical velocity components produce an ideal parabolic trajectory under uniform gravity.
Physical model
Two components, one trajectory
The particle starts at x₀ = 0 and height y₀. With no air resistance, horizontal motion is uniform and vertical motion has constant acceleration ay = −g. Flight ends at the first contact with the ground, y = 0.
vx₀ = v₀ cos θ · vy₀ = v₀ sin θ
2D Canvas
Trajectory in the Cartesian plane
The geometry uses +y upward; vectors use independent visual scales.
- Complete trajectory
- Current position
The Canvas represents the ground, axes, complete trajectory, and instantaneous position. Equivalent numerical readings follow the scene.
Vectors are scaled for easier comparison; their pixel length does not use the spatial scale of the axes.
Text alternative to the Canvas
Physical state
- Instant t
- 0 s
- Horizontal position x
- 0 m
- Vertical position y
- 0 m
- Horizontal velocity vx
- 14.14 m/s
- Vertical velocity vy
- 14.14 m/s
- Speed |v|
- 20 m/s
- Horizontal acceleration ax
- 0 m/s²
- Vertical acceleration ay
- -9.8 m/s²
- Flight time
- 2.89 s
- Range
- 40.82 m
- Maximum height
- 10.2 m
Physical time
Playback
Paused
Exploration guide
What to observe
- 01
Keep v₀ fixed and compare 25°, 45°, and 70° while observing range and flight time.
- 02
Verify that vx remains constant while vy changes linearly under gravity.
- 03
At the highest point, vy is zero, but vx generally remains nonzero.
- 04
Compare a horizontal launch from a height with launches from ground level.
- 05
Change g while holding all other conditions fixed and analyze how range and maximum height vary.
Scope
Model limits
The projectile is a point particle under uniform gravity. There is no air, wind, rotation, bounce, or Earth curvature. The classical maximum-range result at 45° applies only when launch and landing heights are equal, with uniform gravity and no air resistance. Vector lengths use a visual scale different from the plane's spatial scale.