Interactive Projectile Motion (Launcher, Equations and Calculator)

Set launch speed and angle, fire the projectile, and watch it trace a real parabola. Read range, maximum height and time of flight, and see why 45 degrees gives the longest range.

Set the launch speed and angle, then press Launch. The ball traces a real parabola while the cards read out range, maximum height and time of flight, so this doubles as a projectile motion calculator.

A projectile launched at 20 metres per second and 45 degrees on Earth. It traces a parabola, reaching 10.2 metres high and landing 40.82 metres away.

Set the launch speed and angle, then press Launch to trace the parabola.

Range
40.82m
Max height
10.2m
Time of flight
2.89s
Graph of range against launch angle at 20 metres per second. The curve peaks at 45 degrees and is symmetric about it, so complementary angles share a range.0459040.82 m

Range in metres (up) against launch angle in degrees (across): a single peak at 45°, and mirror-symmetric, so every pair that adds to 90° (like 30° and 60°) ties.

Gravity (choose a world)

Maximum-range angle

At 45°, this is the maximum range for 20 m/s: 40.82 m.

vx = v0 cos θ = 14.14 m/s (steady)  |  vy = v0 sin θ = 14.14 m/s (rise then fall)

Range, maximum height and time of flight are the real physical values from the site's tested physics library (R = v0² sin 2θ / g, H = v0² sin²θ / 2g, T = 2 v0 sinθ / g). The Time of flight card is the true time; the on-screen flight is played over a fixed short duration so every launch stays watchable. Air resistance is ignored.

Ready: 20 metres per second at 45 degrees on Earth. Predicted range 40.82 metres, maximum height 10.2 metres, time of flight 2.89 seconds.

Throw a ball and it does not travel in a straight line, and it does not simply drop. It arcs. That smooth curve is a parabola, and it comes from two motions happening at once: the ball keeps moving sideways at a steady speed while gravity pulls it down faster and faster. Set a speed and an angle in the launcher above, press Launch, and watch the arc trace out while the cards read off how far, how high and how long.

What is projectile motion?

Projectile motion is the motion of an object that has been thrown or launched and then moves under gravity alone, with air resistance ignored. Once it leaves your hand, the only force acting is gravity, so the object is in free fall sideways and downward at the same time. A kicked football, a thrown basketball, a long jumper and water arcing from a hose are all projectiles, and every one of them follows a parabola.

The launch velocity points in the direction you fire. It is convenient to split it into two pieces: a horizontal part and a vertical part. These two parts then behave completely independently, which is the key idea that makes the whole problem simple.

Two independent motions: steady horizontal, accelerating vertical

The horizontal and vertical motions do not affect each other:

Because horizontal speed is uniform and vertical speed changes at a constant rate, the combined path is a parabola. Watch the launcher: the ball slides across at a steady rate while it slows, stops climbing, and drops.

The projectile motion equations and formulas

For a projectile launched from ground level at speed v0 and angle θ, split the launch velocity into its two components and apply the free-fall relationships to the vertical part:

vx = v0 cos θ   |   vy = v0 sin θ

The vertical velocity runs out at the top and the flight is symmetric, so the object spends as long coming down as going up. That gives the three headline results:

time of flight: T = 2 v0 sin θ / g   |   max height: H = v0² sin²θ / (2g)   |   range: R = v0² sin 2θ / g

The range formula comes straight from the other two: horizontal distance is steady speed times time, R = vx × T = (v0 cos θ)(2 v0 sin θ / g), and 2 sin θ cos θ = sin 2θ. The launcher computes all three live, so you can treat it as a projectile motion calculator: set v0 and the angle, and read T, H and R before you even press Launch.

QuantityFormulaDepends on
Horizontal velocity vxv0 cos θspeed and angle (constant in time)
Vertical velocity vyv0 sin θspeed and angle (changes with time)
Time of flight T2 v0 sin θ / gvy and g
Maximum height Hv0² sin²θ / (2g)vy and g
Range Rv0² sin 2θ / gspeed, angle and g

Why 45 degrees gives the greatest range

Range is proportional to sin 2θ. The sine function is largest, equal to 1, when its input is 90 degrees, so range is greatest when 2θ = 90°, that is θ = 45°. At exactly 45 degrees the range simplifies to its ceiling:

R_max = v0² / g

Low angles keep the ball fast sideways but leave it almost no time in the air; high angles buy lots of airtime but throw much of the speed straight up, wasting horizontal reach. Forty-five degrees is the balance point. The range-vs-angle graph beside the launcher makes it unmistakable: one smooth hump with its peak locked on 45.

Complementary angles land in the same place

Two angles that add up to 90 degrees, such as 30 and 60, or 20 and 70, are complementary, and at the same launch speed they produce the same range. The reason is again sin 2θ: since sin 2θ = sin 2(90° - θ), swapping θ for its complement leaves the range untouched. Turn on Show complementary angle and launch: the two balls arc very differently but land on the exact same range tick. The higher-angle shot climbs higher and stays airborne longer, yet covers no more ground.

Horizontal projectile motion (launched sideways)

A special case is a projectile launched horizontally from a height, with no upward velocity at all (launch angle 0). Now the vertical motion is pure free fall from rest, so the time to reach the ground depends only on the drop height, not on how fast it was thrown:

fall time from height h: t = √(2h / g)   |   horizontal distance: x = vx × t

This is why a bullet fired level and a bullet simply dropped from the same height hit the ground at the same instant: their vertical motions are identical, and the horizontal speed only decides how far downrange the fired one lands. The full free-fall relationships (v = √(2gh) and the rest) are covered in acceleration due to gravity.

Using the launcher as a projectile motion calculator

You do not have to launch anything to get numbers. The Range, Max height and Time of flight cards update the moment you move a slider, so the widget is a working calculator:

  1. Set Launch speed v0 and Launch angle with the sliders.
  2. Read Range, Max height and Time of flight from the cards.
  3. Switch Gravity to the Moon, Mars or Jupiter to see how a different g changes the same launch.
  4. Press Launch to watch the parabola, or use the presets to jump to classic cases.

The Time of flight card always shows the true physical time from the equations; the on-screen flight is played over a fixed short duration so that both a lazy lob and a flat rocket stay watchable.

Worked example: a ball kicked at 20 m/s

A ball is kicked at v0 = 20 m/s at 45 degrees (g = 9.8). First split the velocity:

vx = 20 cos 45° = 14.14 m/s   |   vy = 20 sin 45° = 14.14 m/s

Then apply the formulas:

T = 2 vy / g = 2(14.14) / 9.8 = 2.89 s   |   H = vy² / (2g) = 14.14² / 19.6 = 10.2 m   |   R = v0² sin 90° / g = 400 / 9.8 = 40.82 m

The launcher shows exactly these values in the Range, Max height and Time of flight cards.

For a complementary check at the same speed, compare 30 and 60 degrees: at 30 degrees, R = v0² sin 60° / g = 400(0.866) / 9.8 = 35.35 m; at 60 degrees, R = v0² sin 120° / g = 400(0.866) / 9.8 = 35.35 m. Equal range, because sin(2 × 30°) = sin(2 × 60°). The maximum heights differ, though: 5.1 m at 30 degrees versus 15.31 m at 60 degrees. And the absolute ceiling is the 45 degree case, R_max = v0² / g = 400 / 9.8 = 40.82 m, the peak of the range-vs-angle graph.

Projectile motion examples in real life

Common mistakes and misconceptions

Keep exploring

The vertical half of every launch is ordinary free fall, laid out in acceleration due to gravity. See how a steadily changing velocity becomes a curved position graph in motion graphs, and why gravity gives the same acceleration to every mass in Newton’s laws of motion. The arc itself is the classic parabola from algebra, and you can put forces into a number with the F = ma calculator.

Frequently asked questions

What is projectile motion?
Projectile motion is the curved motion of an object thrown or launched into the air and moving under gravity alone, with air resistance ignored. It combines two independent motions: a constant-velocity horizontal motion and a uniformly accelerating vertical motion (speeding up on the way down at g, about 9.8 m/s² on Earth). Together they trace a parabola. A thrown ball, a kicked football and water arcing from a fountain are all projectiles.
What are the projectile motion equations?
For a projectile launched from ground level at speed v0 and angle theta (with g the acceleration due to gravity): time of flight T = 2 v0 sin(theta) / g; maximum height H = v0² sin²(theta) / (2g); and range R = v0² sin(2 theta) / g. The launch velocity splits into a horizontal part vx = v0 cos(theta), which stays constant, and a vertical part vy = v0 sin(theta), which drives the rise and fall. The launcher above computes T, H and R live for any values you set.
What launch angle gives the maximum range?
On flat ground, 45 degrees gives the maximum range. Range is proportional to sin(2 theta), which is largest when 2 theta = 90 degrees, so theta = 45 degrees. At that angle the range equals v0² / g. You can see it in the range-vs-angle graph in the tool: the curve has a single peak sitting exactly at 45 degrees.
Why do complementary angles give the same range?
Two launch angles that add up to 90 degrees, such as 30 and 60, or 20 and 70, produce the same range at the same speed. Range depends on sin(2 theta), and sin(2 theta) equals sin(2(90 - theta)), so the pair gives identical range. The higher angle simply reaches a greater maximum height and stays airborne longer. Turn on 'Show complementary angle' in the launcher to watch both shots land in the same spot.
Does mass affect projectile motion?
No. The range, maximum height and time of flight equations contain no mass term. Ignoring air resistance, a heavy ball and a light ball launched with the same speed and angle follow identical paths, because gravity gives every mass the same acceleration g. Mass only matters once air resistance is included, which this idealized model leaves out.
What is horizontal projectile motion?
Horizontal projectile motion is the special case of an object launched sideways from a height with no initial upward velocity (launch angle 0). Its horizontal velocity stays constant while gravity pulls it downward, so it curves and lands ahead of the launch point. The time to land depends only on the drop height (t = square root of 2h/g), and the horizontal distance is that time multiplied by the horizontal speed.
How do you calculate the range of a projectile?
Use R = v0² sin(2 theta) / g. Square the launch speed, multiply by the sine of twice the launch angle, and divide by g (9.8 m/s² on Earth). For example, 20 m/s at 45 degrees gives R = 400 x sin(90) / 9.8 = 40.82 m. The launcher above works as a projectile motion calculator: set the speed and angle and read the range directly, no arithmetic required.

Sources

Last reviewed: 2026-07-10

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