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PHYSICS SIM

Ball Physics Simulator

Drag the canvas to launch a ball and observe realistic projectile motion with gravity and air resistance. Save trajectories for comparison, step frame-by-frame, and adjust speed or pause for detailed analysis.

Sim
Pull and release → Launch ball Drag floor → Change height Drag side walls → Change width
Physics Parameters
9.8
0.75
0.12
0.0
Ball Settings
Playback Controls
Trajectory Comparison
Save: 0 / 5
Presets
Status Display
Results
0
Ball Count
0
Total Bounces
0.0
Max Velocity m/s
0.0
Elapsed Time s
KE
0 J
PE
0 J
Total
0 J
Slow
Fast (Ball color = velocity)
Theory & Key Formulas

$$v_y' = -e\,v_y \quad (\text{at floor impact})$$

Definition of the coefficient of restitution e. e=1: perfectly elastic collision, e=0: perfectly inelastic collision

$$h_n = h_0 \cdot e^{2n}$$

Bounce height on the n-th bounce. h_0: initial height [m]. At e=0.8, it decays to about 11% of h_0 after 10 bounces

$$KE = \frac{1}{2}mv^2, \quad PE = mgh$$

Kinetic energy and potential energy [J]. m: mass [kg], v: speed [m/s], g: gravitational acceleration [m/s²]

Physics Explanation

Coefficient of restitution e is the ratio of separation speed to approach speed before and after collision. In a perfectly elastic collision (e=1), energy is fully conserved and the ball bounces back to the same height forever. Real balls have e<1, so energy is lost to heat, sound, and deformation with each collision.

Bounce height decay: The bounce height after n bounces from initial height h₀ is h₀ × e²ⁿ. For e=0.75, after 5 bounces it is about 24% of h₀, and after 10 bounces about 5.6%.

Floor friction μ attenuates horizontal velocity vₓ by a factor of (1-μ) on each bounce. Move the slider to experience the difference between a slippery floor and a rough floor.

Ball-to-ball collisions use equal-mass elastic collision equations. The coefficient of restitution e applies to both wall and ball-ball collisions.