Motion, oscillation & chaos

Physics Simulation

Real numerical simulations you can nudge and watch respond — a spring-mass system across every damping regime, pendulums from predictable to chaotic, and a block sliding down an incline exactly as friction says it should.

Mass-Spring-Damper

A second-order system across all four damping regimes — set the mass, spring and damping, and watch the step response ring, settle, or crawl.

mx″ + cx′ + kx = 0 · ζ, ωₙ, settling time
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Refraction & Diffraction Calculator

Snell's law, critical angle and Fresnel reflection with a live ray diagram, plus single-slit, double-slit, grating and Airy-disc patterns drawn out.

Pendulum Simulator

The same Lagrangian mechanics, one, two, or three links deep — from a clean predictable swing to full chaotic motion.

Lagrangian mechanics · RK4 integration
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Inclined Plane

A block on a slope, simulated with real friction — set the angle and coefficients and watch whether it holds, slides, or slides back.

a = g(sinθ − μcosθ)
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Beverage Cooling Simulator

A real 2D transient heat-transfer simulation — watch a can or bottle actually cool, with live convection and radiation physics.

finite-volume · convection + radiation
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Projectile Motion & Golf Ball Flight

The classic no-drag trajectory, plus a real 3D drag + Magnus-lift golf simulator — clubs, wind, world gravity, bounce and roll.

R = v²sin2θ⁄g · drag · Magnus lift
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Galileo Drop Experiment

Race two falling objects with real drag physics — recreate Apollo 15's hammer-and-feather drop on the Moon.

quadratic drag · RK4
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SUVAT Calculator

Enter any three of s, u, v, a and t and get the other two, with the equation used and the working shown.

v = u + at · s = ut + ½at²
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Orbital Mechanics

Kepler's laws and the vis-viva equation, with a live animated orbit — try the ISS, geostationary, or a Molniya orbit.

T = 2π√(a³/μ)
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Rocket Equation & Delta-v Budget

Stage a rocket, watch it launch, and see if it can actually reach orbit — real vehicle presets included.

Δv = Iₛₚg₀ ln(m₀/m_f)
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Collision Simulator

Multi-ball collisions and Newton's Cradle, from perfectly elastic to perfectly inelastic — up to 10 balls.

p = mv per collision · KE only if e = 1
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Idealised, numerically-integrated systems. Point masses, massless rods/springs, no air resistance unless stated. Real hardware has more going on — these are for building intuition, not engineering sign-off.