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Physics · Projectile Motion

How things fly and land

When you throw, kick or launch anything, it never travels in a straight line — it follows a smooth curve called a parabola. Projectile motion is the physics of that curve: how far an object flies, how high it climbs and where it lands, decided entirely by its launch speed, its angle and gravity.

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Why it matters

From a cricketer’s six to a basketball’s perfect arc, from a fountain’s spray to a rocket’s early climb — projectile motion explains them all. Master it and you can predict exactly where a moving object will land.

Key concepts

It’s always a parabola

Constant horizontal speed plus a steady downward pull together trace one symmetric curve.

Angle shapes the arc

A low angle gives a flat, fast path; a high angle a tall, slow one. 45° balances both for the greatest distance.

Speed sets the reach

Range grows with the square of speed — double the launch speed and it flies four times as far.

Gravity never stops

A constant 9.8 m/s² downward acceleration acts through the whole flight, curving the path back to the ground.

How it works

The path is a parabola

Split any launch into two independent motions: a steady horizontal glide and a vertical rise-and-fall under gravity. Add them together and you get the classic curved trajectory — up to a peak, then symmetrically back down.

θpeakmax heightRange

Why 45° flies the farthest

The range depends on sin(2θ), which is largest when 2θ = 90° — a 45° launch. Angles on either side, like 30° and 60°, give shorter and equal distances. That’s why complementary angles land in the very same spot.

45° · farthest30°60°same range

Velocity has two parts

At every instant the velocity splits into a horizontal part (vₓ = v·cos θ, unchanging) and a vertical part (v_y = v·sin θ, shrinking on the way up, growing on the way down). At the very top v_y = 0 — the object moves purely sideways.

vvₓv_y
Key formula
Range = v²·sin(2θ) / g

Horizontal distance depends on launch speed v, angle θ and gravity g (≈ 9.8 m/s²).

See it in the real world

A cricketer judging a sixA basketball’s arc to the hoopWater arcing from a fountainA long-jumper’s take-offA rocket’s early flight
Learn by playing

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