Simulations

Interactive, watermarked science demonstrations — pick one to adjust its parameters and run it.

Browse by subject: Physics · Chemistry · Biology

Angular Momentum

LAUNCH

Spin 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.

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Atwood Machine Challenge

FREE

Lift 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.

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Atwood Machine

LAUNCH

Hang 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.

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Uniform Circular Motion

FREE

Swing 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.

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1-D Collisions

FREE

Send 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.

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2-D Elastic Collisions

ORBIT

Send 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.

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Double Pendulum

INTERSTELLAR

Hinge 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.

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Driven Oscillator & Resonance

INTERSTELLAR

Push 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.

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Energy on a Track: Kinetic and Potential Energy

FREE

Release 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.

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Stop in the Zone

FREE

The 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.

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Gravity / Free-Fall

FREE

Drop an object from a chosen height and watch gravity accelerate it — adjustable g, height, and mass (mass turns out not to matter).

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Springs and Hooke's Law

LAUNCH

Hang 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.

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Inclined Plane with Friction

FREE

Release 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.

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Orbital Motion (Gravity)

FREE

Orbit 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.

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Simple Pendulum

FREE

Swing a pendulum from a chosen length and starting angle — numerically integrated, so large swings behave correctly (not just the small-angle approximation).

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Match the Beat

FREE

The 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.

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Hit the Target

FREE

The 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.

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Projectile Motion

FREE

Launch 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.

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Rolling Race (Moment of Inertia)

ORBIT

Release 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.

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Rotational Inertia

LAUNCH

Spin 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.

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Simple Harmonic Motion

FREE

Pull 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.

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Terminal Velocity (Falling Through a Fluid)

FREE

Release 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.

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Sink to the Mark

FREE

The 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.

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Torque & Balance

FREE

Hang 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.

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