Projectile Motion Calculator

Work out exactly where a launched object will land, how high it will climb and how long it will stay in the air. Enter an initial speed, a launch angle and a launch height, and this calculator returns the horizontal range, the maximum height, the total flight time and the impact speed — then animate...

LAUNCH SETUP

45°

GRAVITY — 9.81 m/s²

REAL-WORLD PRESETS

HORIZONTAL RANGE

40.77 m

MAX HEIGHT

10.19 m

FLIGHT TIME

2.88 s

IMPACT

20.0 m/s

Horizontal vₓ

14.142 m/s

Vertical v_y₀

14.142 m/s

Time to apex

1.442 s

Impact angle

45.0°

Optimal angle

45.0°

Range at optimum

40.77 m

STEPS

1

Split the launch: vₓ = 20 × cos(45°) = 14.142 m/s, v_y₀ = 20 × sin(45°) = 14.142 m/s

2

Rise time: t_apex = v_y₀ ÷ g = 14.142 ÷ 9.81 = 1.442 s

3

Peak: H = h₀ + v_y₀² ÷ (2g) = 0 + 200.00 ÷ 19.62 = 10.194 m

4

Flight: t = [v_y₀ + √(v_y₀² + 2gh₀)] ÷ g = 2.883 s

5

Range: R = vₓ × t = 14.142 × 2.883 = 40.775 m

FLIGHT SIMULATION

036912010203141apex 10.2m40.8mHORIZONTAL DISTANCE (m)HEIGHT (m)

TIME

0.00 s

X

0.0 m

HEIGHT

0.0 m

SPEED

20.0 m/s

resultant vhorizontal vₓvertical v_y

RANGE vs LAUNCH ANGLE

02041best 45.0°0°15°30°45°60°75°90°LAUNCH ANGLE · RANGE IN M

From ground level the curve peaks at exactly 45°, and angles either side of it pair up (30° and 60° travel the same distance).

Vacuum model. Gravity is the only force acting — no air resistance, wind or spin. Real projectiles fall short of these numbers, and the gap widens with speed and surface area.

Live simulation · drawn to scale · updates as you type

Created with❤️byeaglecalculator.com

HOW TO USE

  1. 1

    Enter the INITIAL SPEED — how fast the object is moving the instant it is released, in metres per second. This is the total speed along the launch direction, not the horizontal or vertical part; the calculator splits it into components for you.

  2. 2

    Set the LAUNCH ANGLE with the slider or the quick chips, measured up from the horizontal. 0° is a flat, horizontal throw and 90° is straight up. Tap the green ★ chip to jump straight to the angle that maximises range for your setup.

  3. 3

    Add a LAUNCH HEIGHT if the object does not start at ground level — a cliff, a table, a shooter's hand. Leave it at 0 for a ground-level launch. Then pick a planet if you want to model gravity somewhere other than Earth.

  4. 4

    Read the black result box for range, maximum height, flight time and impact speed, and watch the simulation on the right. Press PLAY or REPLAY to run the flight, or drag the scrubber to step through it and read the position, height and speed at any instant.

THE FORMULAS

Horizontal velocityvₓ = v₀ · cos θ
Vertical velocityv_y₀ = v₀ · sin θ
Position at time tx = vₓt · y = h₀ + v_y₀t − ½gt²
Time to apext_apex = v_y₀ / g
Maximum heightH = h₀ + v_y₀² / (2g)
Time of flightt = [v_y₀ + √(v_y₀² + 2gh₀)] / g
RangeR = vₓ · t
Range (level ground)R = v₀² · sin(2θ) / g
Impact speedv = √(v₀² + 2gh₀)
Optimal angleθ = arctan( v₀ / √(v₀² + 2gh₀) )

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Last updated: July 29, 2026 · Formula verified · Eagle-eyed accuracy for every calculation.