Simulations
Interactive, watermarked science demonstrations — pick one to adjust its parameters and run it.
Angular Momentum
LAUNCHSpin a platform up, then pull two hand-held masses in toward the axis and watch the spin rate jump — angular momentum stays fixed the whole time, so pulling the masses in tighter is the only thing driving the speed-up.
See what it does →Atwood Machine Challenge
FREELift the load: the server picks a random load mass, pulley rig (including rope/pulley friction), goal direction (top or bottom), and a target time or speed (always achievable), you dial in the effort mass, and real Atwood-machine physics judges the attempt. Solving it refunds your run.
See what it does →Atwood Machine
LAUNCHHang two masses from a string over a pulley — adjust each mass, gravity, the pulley's own mass, and rope/pulley friction to see which side descends, how their tensions differ, and watch the balanced case where equal masses simply hang still.
See what it does →Uniform Circular Motion
FREESwing a mass on a string in a horizontal circle at a chosen radius and constant speed — see the centripetal acceleration, force, and period, and watch the force grow with the square of speed.
See what it does →1-D Collisions
FREESend two blocks toward each other on a frictionless track — adjust their masses, starting speeds, and coefficient of restitution to see momentum conservation and kinetic-energy loss in action.
See what it does →2-D Elastic Collisions
ORBITSend two disks toward each other with a chosen impact parameter — adjust their masses, starting speeds, and how off-center the hit is to see a head-on collision exchange velocities and a glancing one deflect both disks sideways, momentum and kinetic energy conserved exactly.
See what it does →Double Pendulum
INTERSTELLARHinge a second rod off a swinging pendulum's bob and release both from a large starting angle — watch a genuinely chaotic system where a fraction-of-a-degree difference in the start sends it on a completely different path.
See what it does →Driven Oscillator & Resonance
INTERSTELLARPush a damped mass on a spring with a sinusoidal driving force — sweep the driving frequency through the natural frequency and watch the transient build into a steady-state oscillation, tracing out the resonance curve as you go.
See what it does →Energy on a Track: Kinetic and Potential Energy
FREERelease a cart from rest on a curved track and watch its energy change hands. Going down, stored (potential) energy becomes motion (kinetic) energy, and climbing again stores it back. Live bars show the kinetic, potential and heat energy in joules, and the total never changes. Add friction to see energy turn into heat, so each swing is lower than the last until the cart stops. Change the track, height, mass and gravity, and start high enough on the hilly track to roll right over the hill and off the end.
See what it does →Stop in the Zone
FREEThe server picks a track, cart mass, gravity and friction, plus a target zone for how far the cart rolls in total before it stops (always achievable), you dial in the release height, and real energy-on-a-track physics judges the run. Stopping in the zone refunds your run.
See what it does →Gravity / Free-Fall
FREEDrop an object from a chosen height and watch gravity accelerate it — adjustable g, height, and mass (mass turns out not to matter).
See what it does →Springs and Hooke's Law
LAUNCHHang weights on a spring one at a time and watch it stretch, bounce and settle, while a graph of pull against stretch is drawn point by point. Within the spring's limit the points fall on a straight line: double the pull and the stretch doubles, and the slope of the line gives the spring's stiffness. Keep adding weight and the line bends, and when the weights come off the spring stays longer than it started. Compare one spring, two joined end to end and two side by side, and change the stiffness, the weights and the limit.
See what it does →Inclined Plane with Friction
FREERelease a block from rest on a ramp — adjust the angle, friction, and ramp length to see whether it slides, and how fast it reaches the bottom.
See what it does →Orbital Motion (Gravity)
FREEOrbit two bodies about their barycenter — pick each body's mass (planets through stars) and the starting radius and speed to see circular, elliptical, and escaping (hyperbolic) trajectories; a body only glows like a star once it passes the fusion mass threshold.
See what it does →Simple Pendulum
FREESwing a pendulum from a chosen length and starting angle — numerically integrated, so large swings behave correctly (not just the small-angle approximation).
See what it does →Match the Beat
FREEThe server picks a world (the Moon, Mars, Earth or Jupiter), a release angle and a target for how long one full swing should take (always achievable), you set the length of the string, and a real pendulum model judges whether one swing takes that long. Hitting the beat refunds your run.
See what it does →Hit the Target
FREEThe server picks a random launch speed, gravity, bounciness, ground resistance, and a target landing zone plus a required bounce count (always achievable), you dial in the launch angle, and real projectile-motion physics judges the shot. Landing in the zone on exactly the asked bounce refunds your run.
See what it does →Projectile Motion
FREELaunch a projectile at a chosen speed and angle and watch it arc under gravity — see range, max height, and flight time; adjustable bounciness and ground resistance let it keep bouncing across the ground.
See what it does →Rolling Race (Moment of Inertia)
ORBITRelease a hoop, a solid disk, and a solid sphere from rest together — each on its own ramp curve (straight incline, brachistochrone, exponential decay, circular arc, or parabola) — and see how both the SHAPE (moment of inertia) and the PATH decide who reaches the bottom first.
See what it does →Rotational Inertia
LAUNCHSpin up a solid disc, a hoop, and a solid sphere — all sharing the same mass and radius — under the same applied torque, and watch them visibly pull apart purely because of how each one's mass is spread out from the axle.
See what it does →Simple Harmonic Motion
FREEPull a mass on a spring away from equilibrium and release it — adjust mass, spring stiffness, and damping to see undamped, underdamped, critically damped, and overdamped motion.
See what it does →Terminal Velocity (Falling Through a Fluid)
FREERelease a sphere into a tall column of fluid — adjust its size, density, and the fluid's density and viscosity to see it asymptote to a terminal speed, or float, depending on which is denser.
See what it does →Sink to the Mark
FREEThe server picks a thick liquid (such as glycerine or castor oil), a ball material (such as steel or glass) and a target for the steady sinking speed (always achievable), you choose the ball's radius, and a real terminal-velocity model judges how fast it settles. Hitting the target refunds your run.
See what it does →Torque & Balance
FREEHang a mass at a chosen distance from the pivot on each side of a beam, add weight to the beam itself, and shift the pivot off centre — watch the beam swing down on the heavier side and settle, or stay level when the two torques exactly match.
See what it does →