Resolving the Launch — Two Motions, One Clock

Mechanics Beginner Free VR · AR
Resolving the Launch — Two Motions, One Clock – Mechanics
Resolving the Launch — Two Motions, One Clock – Mechanics

Send a cart along the floor at v₀cos θ and a bead up a mast at v₀sin θ, and the ball is always exactly where those two cross — for the whole flight, not just at the start. The amber ray shows where it would be with gravity switched off, and the ball hangs precisely ½gt² below it at every angle.

How to use this simulation

What to look for

The physics behind it

A launch velocity resolves into vₓ = v₀ cos θ and vᵧ = v₀ sin θ, and because the only force is vertical those two motions never interfere. Horizontally x = v₀ cos θ · t with no acceleration at all; vertically y = v₀ sin θ · t − ½gt². The first two terms together are simply the straight-line path the ball would follow with gravity off, so the whole effect of gravity is the single term ½gt² subtracted downwards — the same amount at every launch angle, since g does not know which way the ball was thrown.

projectile at an angleresolving vectorscomponentsindependence of motionsuniform acceleration3D