Projectile Motion Calculator
Inputs
Tip: Press Ctrl/Cmd + Enter to calculate. The URL updates so you can bookmark or share your inputs.
Results
About Projectile Motion
This calculator models ideal projectile motion: a point mass launched with speed v0 at angle θ from height h0, under constant gravitational acceleration g and no air resistance. The horizontal and vertical motions are independent: horizontal speed stays constant while vertical speed changes linearly with time due to gravity.
- Components: vx=v0cosθ, vy=v0sinθ.
- Time to apex: tapex=vy/g.
- Max height: hmax=h0+vy2/(2g).
- Flight time: solve h0 + vyt - (g/2)t² = 0 ⇒ tflight = (vy + √(vy² + 2gh0))/g.
- Range: R=vx·tflight.
Real trajectories in air are shorter and lower due to drag; this ideal model matches most classroom exercises.
Projectile Motion Explained (Formulas, Assumptions & Examples)
Projectile motion describes the path of an object launched with an initial speed and angle under a constant downward acceleration due to gravity. In the idealized classroom model, we ignore air resistance, treat the projectile as a point mass, and assume a flat landing surface at the chosen reference level. Under these assumptions, the horizontal and vertical motions are independent: horizontal velocity stays constant while vertical velocity changes linearly with time.
Core quantities
- Inputs: launch speed v0, angle θ (degrees), initial height h0, gravity g.
- Components: vx = v0cosθ, vy = v0sinθ.
- Time to apex: tapex = vy / g (if vy > 0).
- Max height: hmax = h0 + vy2 / (2g).
- Flight time (from height h0): solve h0 + vy t − (g/2)t² = 0 ⇒ tflight = ( vy + √( vy2 + 2 g h0 ) ) / g.
- Range: R = vx · tflight.
- Impact speed: |v| = √( vx2 + (vy − g tflight)2 ).
Assumptions & common mistakes
- No air drag: real trajectories are shorter and lower; this model targets standard coursework.
- Angle in degrees: convert to radians for manual calculations (the tool handles this for you).
- Gravity sign: use positive g as a magnitude; downward direction is handled in the equations.
- Initial height: when h0>0, the range and flight time increase compared to level ground.
- Symmetry: with h0=0 and no air, angles θ and 90°−θ yield the same range if speed is the same (classic 30°/60° result).
Quick formula list (level ground, h0=0)
- tflight = 2 v0 sinθ / g
- R = (v02 sin(2θ)) / g (maximum at θ = 45°)
- hmax = v02 sin²θ / (2g)
Worked example
Suppose a ball is launched at v0 = 20 m/s, θ = 45°, from ground level on Earth (g = 9.80665 m/s²). Components: vx=14.142 m/s, vy=14.142 m/s. Time to apex: tapex ≈ 1.44 s. Maximum height: hmax ≈ 10.2 m. Time of flight: tflight ≈ 2.88 s. Range: R ≈ 40.8 m. Your tool reproduces these numbers instantly and also plots the trajectory for intuition.
Tips for using the calculator
- Use the gravity preset (Earth, Moon, Mars) to explore how g changes the arc and range.
- Try a non-zero initial height to simulate launches from a platform or cliff.
- Switch speed units (m/s, km/h, mph) for quick real-world comparisons.
- Copy result rows and share deep links for assignments or lab reports—everything runs locally for privacy.