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A-Level Physics · Mechanics

Learn projectile motion by throwing things, not memorising them.

Drag the sliders. Watch the trajectory. Every curve on this page is live physics, not an illustration — the same equations you'll use in the exam.

LIVE TRAJECTORYt = 0.00 s
RANGE
MAX HEIGHT
FLIGHT TIME
v (at t)
Mechanics · Lesson 1

Projectile motion

The core trick: split the motion into two independent directions and solve each with ordinary SUVAT equations.

Once a projectile leaves the launcher, only gravity acts on it (we ignore air resistance at A-Level unless told otherwise). That single fact is the whole topic. Gravity only pulls downward, so it only ever changes the vertical velocity — the horizontal velocity never changes.

Horizontal — constant velocity x = u·cosθ · t
Vertical — constant acceleration g y = u·sinθ · t − ½ g t²

Because the two directions don't interact, you can treat this as two separate 1-D problems happening at the same time, linked only by the shared variable t.

Time of flight (lands at same height) T = 2u·sinθ / g
Range R = u² sin(2θ) / g
Try it in the simulator — push the angle to 45° and back down to 20°. Notice the range peaks at 45°, not at the steepest or flattest angle. That's a genuinely common exam question.
PLAYGROUNDt = 0.00 s
RANGE
MAX HEIGHT
vx
vy
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