Simulations
Interactive, watermarked physics demonstrations — pick one to adjust its parameters and run it.
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.
Open simulation →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.
Locked — requires Launch →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.
Open simulation →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.
Open simulation →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.
Locked — requires Orbit →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.
Locked — requires Interstellar →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.
Locked — requires Interstellar →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).
Open simulation →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.
Open simulation →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.
Open simulation →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).
Open simulation →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.
Open simulation →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.
Open simulation →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.
Locked — requires Orbit →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.
Open simulation →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.
Open simulation →