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PHYSICS SIM

Ball Physics Simulator

Quick answer
A ball hitting the floor reverses as v_y' = −e·v_y (e = coefficient of restitution; e = 1 perfectly elastic, e = 0 perfectly inelastic), and the n-th bounce height is h_n = h₀·e^(2n) (h₀ = initial height in m). With e = 0.8 only about 11% of h₀ remains after 10 bounces, visible as the exchange between KE = ½mv² and PE = mgh.

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)

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.