Momentum Vector
A cart with adjustable mass and velocity; the momentum vector renders as an arrow scaled by p = mv, revealing how equal momentum can arise from very different (m, v) combinations.
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A cart with adjustable mass and velocity; the momentum vector renders as an arrow scaled by p = mv, revealing how equal momentum can arise from very different (m, v) combinations.
Polarized light through a filter at adjustable angle; transmitted intensity follows cos²θ
Light through two slits onto a screen; bright and dark fringes spaced by λL/d, all sliders adjustable.
A motor lifts a weight at adjustable speed; power readout updates as P = F·v with input voltage analogy
A ball rolls down a frictionless ramp and compresses a spring. Gravitational PE converts to KE then to spring PE; the key insight is that ramp angle does not affect maximum compression.
A ray crossing between two media with adjustable indices; bend angle follows n₁sinθ₁ = n₂sinθ₂
Drag a piston to compress or expand a gas at fixed temperature; the pressure readout rises as volume falls (PV = nRT) while a live point traces the P–V curve in a side panel
Adjust string tension and linear density; pulse speed varies as √(T/μ)
Drag a force-vs-position curve; the area under it computes total work and matches the kinetic energy gained
A block pushed across a surface with friction; work done by each force tabulated and summed to net work = ΔKE.
Drag a ball up and down a curved hill; the PE bar reads from the chosen reference height, showing that gravitational potential energy is always relative.
Compress or stretch a spring; PE rises quadratically with displacement, with U-vs-x graph alongside
A cart on a track with hills and a loop; live KE, PE, and total-energy bars show energy conservation throughout the run.
A flat mirror and a draggable incident ray; reflected ray always matches angle of incidence
A small dense sphere settles slowly through a viscous liquid (glycerin) in the laminar, low-Reynolds regime where Stokes drag, linear in speed and proportional to viscosity, balances buoyancy-corrected weight. Terminal settling speed scales inversely with viscosity, the controlling slider.
The capstone projectile sandbox: gravity, drag relative to moving air, and Magnus spin lift all at once. Every earlier sim in the family is this model with one or more knobs turned off.
Spin bends a projectile's flight: back-spin lifts the ball so it carries farther on a flatter line and the best launch angle drops well below 45°, while top-spin makes it dive.
Launch a projectile through moving air and watch quadratic drag act on its speed relative to the wind: a head-wind shortens the range, a tail-wind extends it, and with drag off the wind stops mattering.
A cannon rides a cart rolling at constant speed and fires a shell at an angle; the shell inherits the cart's horizontal velocity, so its ground-frame path differs from the symmetric arc seen in the cart's own frame.
An object with adjustable mass and speed; KE bar grows quadratically with velocity, linearly with mass
A cart rolls at constant speed and fires a ball straight up; the ball inherits the cart's horizontal velocity and lands right back in the moving cart.
A car on a banked curve at adjustable angle and friction; find the ideal speed where no friction is needed.
A swinging pendulum with KE and PE bars exchanging; total energy stays flat without friction, decays with damping
A ball on a string traces a horizontal circle; tension and centripetal force decompose with adjustable string angle
Two carts connected by a rope, with one pulled by an external force; tension is identical throughout
A person on a scale inside an accelerating elevator; the scale reading changes with elevator acceleration
Block on an incline with adjustable angle; normal force decreases as cosine of the angle
An object falling through fluid with quadratic drag reaches terminal velocity that depends on mass and cross-section.
A load hangs from two ropes at adjustable angles; each rope's tension is shown as a labelled vector and a force triangle that closes at equilibrium.
Two point charges with adjustable signs and magnitudes: the electrostatic force vector follows F = kq₁q₂/r² and flips direction when charge signs differ.
Two carts pushed apart by an equal internal spring force: equal and opposite impulses leave total momentum at zero, while the lighter cart reaches proportionally greater speed.
Place an object on an inclined surface with friction and an applied force; all force vectors render live with labeled magnitudes.
Drop an object on Earth, Moon, Mars, or Jupiter with adjustable g and matching fall times
Launch a projectile up an adjustable slope and discover the angle that maximises range: the optimum generalises to θ = 45° + φ/2.
Projectile launched from elevated platform with adjustable height, angle, and speed; trajectory and impact point shown
An object on a circular track with live position, velocity (tangent), and centripetal acceleration vectors.
Adjust the radius of a uniform circular orbit at fixed speed; period and frequency update live with the visualization.
A firefighter's net-launcher aims dead-on at a cat perched on a ledge that drops the instant the net fires; both fall together under gravity, so a direct aim always catches the cat.
A puck sliding on ice with a logarithmic friction slider spanning three decades (μk = 0.0001 to 0.1): from idealized frictionless through real hockey-puck-on-ice to rough/worn ice, watch inertia in action.
A block on an inclined plane: adjust the angle and friction coefficients to find the exact angle at which slipping begins.
A feather and hammer dropped together with adjustable air density, from perfect vacuum to full atmosphere.
Two runners with adjustable starting points and constant speeds; the simulation stops when the first runner crosses the 100 m finish line.
A cart with adjustable constant acceleration; a dual-axis chart plots velocity (left axis, blue) and position (right axis, green) against time, with the shaded triangle showing that area-under-v equals displacement.
A position-time curve with a draggable secant line that shrinks to a tangent, illustrating the limit definition of instantaneous velocity.
A cart with constant acceleration; live position, velocity, and acceleration plots update side by side
Adjust a peak-acceleration slider to shape a piecewise-linear acceleration-time profile; the simulation integrates it in real time to reveal velocity and position, the graphical meaning of kinematic integration.
An object moves along a line; set initial position and velocity with sliders and watch a live position-vs-time graph trace the result.
Drop a ball, watch it bounce and roll; pick grass, turf, or wet grass and see how the surface alone changes the outcome.
Top-down corner kick with Magnus curl, drag, and wind. Land the ball in a target zone at the far post.
Curl a free kick around a wall: Magnus force perpendicular to velocity, plus quadratic drag. Top-down half-pitch with goal at 30 m.
An 11-metre shot becomes a race of two clocks: ball travel time vs goalkeeper reaction plus dive. Tune both sides and see when each wins.
Watch the foot strike the ball: a closed-form impulse model from foot mass, foot speed, and the coefficient of restitution.
Two objects colliding at angles in two dimensions with adjustable masses and velocities.
A projectile launched from a planet surface showing the threshold speed to escape gravity.
A spring-mass system with adjustable damping showing underdamped, critical, and overdamped motion.
A lever with movable masses demonstrating torque balance and rotational equilibrium.
An object sliding down an adjustable incline with friction and normal force vectors.
Two masses connected by a string over a pulley demonstrating Newton's second law; adjust the masses to see how the weight difference drives acceleration.
A projectile launched with adjustable air resistance showing the effect of drag on trajectory.
Two connected pendulums exhibiting chaotic motion under gravity: tiny differences in starting angles produce wildly different paths.
A ramped push builds until it defeats static friction, releases the block at 8 m/s, and kinetic friction slides it to rest; adjustable static and kinetic coefficients set the breakaway and the stopping distance.
A disk rolling down an incline showing rotational and translational motion; adjust the angle and radius to explore the rolling constraint.
A planet orbiting a star showing gravitational force and orbital velocity; adjust orbit radius and star mass to explore Kepler's laws.
Two objects collide and stick together; watch momentum stay conserved while kinetic energy is lost to deformation.
A mass on a spring demonstrating Hooke's law and undamped simple harmonic motion; adjust spring constant, mass, initial velocity, and amplitude to explore conservation of energy.
An object moving in a circle showing centripetal force and velocity vectors; adjust radius, speed, and mass to explore the relationships.
Launch an object and watch it fly; adjust speed and angle to explore range and height.
Drop an object and see how height, air resistance, and mass affect the fall.
Two balls collide on a frictionless track; watch momentum and kinetic energy stay perfectly conserved through every bounce.
A frictionless ball slides down a curved ramp; change the shape to see the descent time change while the bottom speed stays the same.
A pendulum swinging under gravity with adjustable length and initial angle.