Mechanics Teaching Guide

Conceptual Foundations

Particles and Frames of Reference

In mechanics, when the size and shape of an object make no difference to the problem you are studying, the object can be treated as a point that carries mass - a particle. By default this platform takes the ground as the frame of reference, with the axes oriented as follows: the xx axis is horizontal and points to the right, the yy axis is vertical and points upward.

Newton's Laws of Motion

  • First law (law of inertia): with no external force, an object stays at rest or moves in a straight line at constant speed.
  • Second law: F⃗net=ma⃗\vec{F}_{\text{net}} = m\vec{a}. The direction of the resultant force fixes the direction of the acceleration.
  • Third law: action and reaction are equal in magnitude, opposite in direction and collinear, and they act on the two different objects.

Common Models of Motion

ModelConditionKey formula
Uniformly accelerated straight-line motionConstant resultant forcev=v0+atv = v_0 + at, s=v0t+12at2s = v_0 t + \frac{1}{2}at^2
Projectile motionGravity onlyhorizontal x=v0tx = v_0 t; vertical y=12gt2y = \frac{1}{2}gt^2
Circular motionCentripetal forcean=v2r=ω2ra_n = \frac{v^2}{r} = \omega^2 r
Simple harmonic motionF=−kxF = -kxT=2πm/kT = 2\pi\sqrt{m/k} (spring), T=2πl/gT = 2\pi\sqrt{l/g} (simple pendulum)

Work and Energy

  • Work: W=Fscos⁡θW = Fs\cos\theta
  • Work-energy theorem: Wnet=12mv2−12mv02W_{\text{net}} = \frac{1}{2}mv^2 - \frac{1}{2}mv_0^2
  • Conservation of mechanical energy: when only gravity or the spring force does work, Ek+Ep=constE_k + E_p = \text{const}

Momentum

  • Condition for momentum conservation: the resultant external force on the system is zero
  • m1v1+m2v2=m1v1′+m2v2′m_1 v_1 + m_2 v_2 = m_1 v_1' + m_2 v_2'
  • Restitution coefficient e=v2′−v1′v1−v2e = \frac{v_2' - v_1'}{v_1 - v_2}: e=1e=1 elastic, e=0e=0 perfectly inelastic

Using the Builder

Entity panel of the builder
Entity panel of the builder

Open the mechanics builder (nav bar → Builder → Mechanics). The object library on the left lists every available entity by category: click one to select it, set its parameters, confirm and it is dropped onto the canvas; after dropping, click "Arrange" to drag it on the canvas. Clicking an entity on the canvas opens its property card on the right, where the parameters can be changed.

Gestures

OperationHow
Move an objectClick "Arrange" to enter edit mode, then press and hold the object and drag it (release to snap it onto the surface it touches)
Turn snapping offHold Alt while dragging
Open propertiesIn edit mode, single-click the object (its property card opens on the right)
Change an incline angleSelect the incline, then drag the handle at its top
Change a field region or directionSelect the field, then drag the field handles on the canvas
Delete the selectionIn edit mode, press Delete or Backspace
Cancel a dragPress Esc while dragging (the object returns to its original place)
Play / pauseThe space bar, or the play button on the timeline

A one-line gesture hint always sits in the bottom-right corner of the canvas; glance at it whenever an operation slips your mind.


Detailed Entity Reference

Blocks

Sliding block (block-slide)

A rectangular sliding block that never rotates - the most commonly used base entity. Set the mass and the size and it covers wooden blocks, iron blocks, bricks and the rest.

ParameterSymbolUnitRangeDefaultNotes
Massmasskg0.05–1001Affects inertia and weight (the editor accepts wider values; this is the range usually dropped in)
Widthwidthm0.1–20.4Horizontal size
Heightheightm0.05–10.24Vertical size
Initial velocityvxm/s−12–120Positive to the right, negative to the left

Used for: blocks on inclines, friction experiments, collisions, the sliding block in the block-on-plank model.

Note: the sliding block does not rotate. To watch toppling or flipping, use the toppling rigid block.

Toppling rigid block (block-rigid)

A rigid block that is allowed to rotate, with an angular degree of freedom. For toppling, flipping and other situations that need angular momentum.

ParameterSymbolUnitRangeDefaultNotes
Massmasskg0.2–201—
Widthwidthm0.1–10.2—
Heightheightm0.2–1.50.8The larger the height-to-width ratio, the easier it topples

Demo idea: set a height-to-width ratio above 2, place the block on an accelerating platform, and watch it start to topple at the critical acceleration a=g⋅w2ha = g \cdot \frac{w}{2h}.

Long plank (plank-long)

The long board of the block-on-plank model; it can carry sliding blocks. Used with a block it produces two friction layers, top and bottom.

ParameterSymbolUnitRangeDefaultNotes
Massmasskg0.5–202—
Lengthlengthm1–63The block must not overhang the ends of the plank

Demo idea: it is more convenient to use the block-on-plank kit (which sets up both friction layers for you). Building it by hand means setting friction coefficients on the block and on the plank separately.

Particle (particle-point)

An ideal particle: no size, no rotation. Suited to charged particles moving in electric and magnetic fields, and to idealised collisions.

ParameterSymbolUnitRangeDefaultNotes
Massmasskg0.01–101—
Initial velocity xvxm/s−20–200Horizontal component
Initial velocity yvym/s−20–200Vertical component (positive = upward)

Note: a particle has no collision volume, so two particles pass straight through each other. For collision effects use a ball.

Trapezoid block (block-trapezoid)

A trapezoid block that can translate (narrow at the top and wide at the bottom, or the other way round), with adjustable mass, top and bottom widths and height. Translation only - it does not rotate.

ParameterSymbolUnitRangeDefaultNotes
Bottom widthbottomWm0.4–31.2—
Top widthtopWm0.2–20.6May be larger than the bottom width (inverted trapezoid)
Heightheightm0.2–20.8—
Massmasskg0.1–202—

Balls

Ball · Translating (ball-trans)

A point-mass ball that only translates: it has a radius (used for collision detection) but does not rotate. It may carry a charge.

ParameterSymbolUnitRangeDefaultNotes
Massmasskg0.001–300.5—
Radiusradiusm0.02–0.50.1Sets the contact distance in collisions
ChargechargeUCμC−100–10000 = uncharged; positive = positive charge
Initial velocity xvxm/s−30–300—
Initial velocity yvym/s−30–300—

Used for: projectile motion, collisions (set the restitution coefficient), charged particles moving in an electric or magnetic field.

Demo note: a charged ball needs a uniform electric field or uniform magnetic field entity before any electromagnetic force appears. With charge 0 the fields do nothing to it.

Solid sphere · Can roll (ball-rolling)

A solid sphere with a moment of inertia (I=25mr2I = \frac{2}{5}mr^2) that rolls without slipping once the friction is large enough.

ParameterSymbolUnitRangeDefaultNotes
Massmasskg0.2–151—
Radiusradiusm0.05–0.40.15—
Initial velocityvxm/s−10–100—

Demo idea: release the solid sphere and a sliding block from the top of the same incline (same μ\mu) and watch the sphere roll down more slowly, because part of the energy goes into rotational kinetic energy.

Light ball · Air drag (ball-drag)

Carries its own quadratic air drag f=12CdρAv2f = \frac{1}{2}C_d \rho A v^2, suited to table-tennis balls, skydiving terminal-speed problems and the like.

ParameterSymbolUnitRangeDefaultNotes
Massmasskg0.002–50.0027The default is about the mass of a table-tennis ball
Radiusradiusm0.02–0.20.02Sets the frontal area
Drag coefficientdragCoef—0.2–1.50.5About 0.47 for a sphere

Demo idea: release it from a height and watch the velocity-time graph accelerate first and then settle onto the terminal speed vt=2mgCdρAv_t = \sqrt{\frac{2mg}{C_d \rho A}}.


Discs and Rings

Disc / ring (disk-roll)

Choose a disc (I=12mr2I = \frac{1}{2}mr^2) or a ring (I=mr2I = mr^2); they roll down with different accelerations.

ParameterSymbolUnitRangeDefaultNotes
Massmasskg0.2–101—
Radiusradiusm0.05–0.50.15—
Typehoop—0–100 = disc, 1 = ring

Demo idea: let a disc and a ring roll down the incline together; the disc arrives first (adisc=23gsin⁡θ>aring=12gsin⁡θa_{\text{disc}} = \frac{2}{3}g\sin\theta > a_{\text{ring}} = \frac{1}{2}g\sin\theta).

Flywheel · Fixed axle (flywheel)

A disc rotating about a fixed axis through its centre, with an initial angular velocity. Suited to rotational kinetic energy and conservation of angular momentum.

ParameterSymbolUnitRangeDefaultNotes
Massmasskg0.5–203—
Radiusradiusm0.1–0.80.3—
Initial angular velocityomegarad/s−20–205Positive = counterclockwise

Carts

Cart (cart-slide)

A cart that slides horizontally (drawn with wheels); the wheel masses are ignored.

ParameterSymbolUnitRangeDefaultNotes
Massmasskg0.05–2001—
Lengthlengthm0.3–1.50.5—
Initial velocityvxm/s−12–120—

Flatbed cart (cart-flatbed)

A flatbed cart whose deck can carry objects. A block resting on the deck is coupled to the cart by friction.

ParameterSymbolUnitRangeDefaultNotes
Massmasskg1–504—
Plank lengthdeckLengthm0.8–41.8—
Deck top heightdeckTopm0.2–1.50.5—
Initial velocityvxm/s−8–80—

Inclines and Wedges

Fixed incline (incline-fixed)

A fixed wedge-shaped incline that never moves.

ParameterSymbolUnitRangeDefaultNotes
AngleangleDeg°5–703730°/37°/45°/53° are the usual exam values
Base widthwidthm1–83Horizontal span of the incline
Rises rightriseRight—0–100 = high on the left and low on the right, 1 = high on the right and low on the left

Movable wedge (wedge-free)

A wedge that slides freely on the ground. For momentum-conservation problems with a "moving incline".

ParameterSymbolUnitRangeDefaultNotes
Massmasskg0.5–305The heavier it is, the harder it is to push
Base widthwidthm1–53—
Heightheightm0.5–32—

Demo idea: let a ball slide down from the top of the wedge and watch the wedge slide the other way (horizontal momentum is conserved).

Infinite inclined plane (incline-surface)

An incline with no edges, suited to long runs of relative motion.

ParameterSymbolUnitRangeDefaultNotes
AngleangleDeg°5–7530—

Quarter-circle incline (quarter-incline)

A fixed quarter-circle slide: an isosceles right wedge with a quarter of a circle cut out (the surface is a true arc - analytic collision handling plus smooth rendering). A block released from rest at the top speeds up along the arc and leaves the bottom, where the tangent is horizontal, as a horizontal projectile - the exact setting for "circular slide plus projectile" problems. Untick fixed and give it a mass to build momentum/energy-conservation problems of the "slide on a frictionless surface, the sliding block pushes the slide along" type (it becomes a translating body by default; if you need the slide itself to rotate, switch to a planar rigid body with a uniform area mass distribution).

ParameterSymbolUnitRangeDefaultNotes
RadiusRm0.4–41.2The side length of the wedge equals the arc radius
Rises rightriseRight—0–110 = rises to the left (high on the left, low on the right), 1 = rises to the right (high on the right, low on the left)

Ground and Surroundings

Horizontal ground (ground-std)

The standard horizontal ground, normal pointing upward. No parameters. Most scenes already have a ground by default, so you do not need to add one.

Ceiling (ceiling)

A fixed plane above the scene, for suspended or inverted setups.

ParameterSymbolUnitRangeDefaultNotes
Heightheightm1–104Height above the ground

Vertical wall (wall)

A fixed vertical wall.

ParameterSymbolUnitRangeDefaultNotes
Position xxm−10–10−4Negative = left side, positive = right side
Heightheightm0.5–62—

Elevated platform (shelf)

A fixed horizontal surface (a tabletop or a ledge); objects can be projected from its edge.

ParameterSymbolUnitRangeDefaultNotes
Widthwidthm0.5–62—
Deck top heightheightm0.3–51The launch height for horizontal projection

Demo idea: launch a ball horizontally from the edge of the platform → horizontal projectile motion.

Kinematic platform (platform-kinematic)

A lift or an accelerating carriage. It moves according to the velocity and acceleration you give it and feels no forces itself.

ParameterSymbolUnitRangeDefaultNotes
Widthwidthm0.5–52—
Initial velocity xvxm/s−5–50—
Initial velocity yvym/s−5–50Initial velocity of the lift
Acceleration xaxm/s²−10–100—
Acceleration yaym/s²−10–100Positive = accelerating upward (overweight)

Demo ideas:

  • Overweight: ay=+2  m/s2a_y = +2\;\text{m/s}^2, apparent weight of an object on the platform N=m(g+a)>mgN = m(g+a) > mg
  • Weightlessness: ay=−2  m/s2a_y = -2\;\text{m/s}^2, N=m(g−∣a∣)<mgN = m(g-|a|) < mg
  • Complete weightlessness: ay=−9.8  m/s2a_y = -9.8\;\text{m/s}^2, N=0N = 0

Zoned friction surface (zoned-surface)

A horizontal surface made of two joined sections with different friction coefficients.

ParameterSymbolUnitRangeDefaultNotes
Left lengthleftLenm1–84—
Right lengthrightLenm1–84—
Left kinetic frictionmuLeft—0–10.01Almost frictionless
Right kinetic frictionmuRight—0–10.5Rough
Deck top heighttopHeightm0.1–20.2—

Demo idea: send the block from the smooth section into the rough one and watch the acceleration jump at the seam.


Tracks and Arc Surfaces

Friction semantics: while an object simply touches the rail and slides on it, the friction μ of the contact pair (object ↔ track) applies. If instead you bind the object to the rail with "Connections → Path", the rail is always frictionless (μ does nothing), and the restitution e of the contact pair only matters at collision instants such as falling back onto the rail after derailing.

Half bowl · Inner rail (bowl-half)

Superseded by the custom arc segment (start angle 180° + sweep angle 180° + inner rail); it is no longer listed in the panel, but old scenes still run. The table below is kept for reference.

A half circle with an inner rail; the ball moves back and forth inside the bowl.

ParameterSymbolUnitRangeDefaultNotes
Radiusradiusm0.5–41.5Radius of curvature of the bowl

Half hill · Outer rail (hill-half)

Superseded by the custom arc segment (start angle 0° + sweep angle 180° + outer rail); it is no longer listed in the panel, but old scenes still run. The table below is kept for reference.

A hump-backed bridge with an outer rail, for studying the condition for leaving the track (flying off).

ParameterSymbolUnitRangeDefaultNotes
Radiusradiusm0.5–41.5—

Demo idea: run a ball down from a height onto the top of the hump; it flies off once v>gRv > \sqrt{gR} (N=0N = 0).

Vertical circular track (loop-vertical)

A complete vertical circular track.

ParameterSymbolUnitRangeDefaultNotes
Radiusradiusm0.5–31—
Sideside—0–200 = inner rail, 1 = outer rail, 2 = tube with both sides

Demo ideas:

  • Inner rail (side=0): the ball moves on the inside of the track, with a critical speed at the top of v=gRv = \sqrt{gR}
  • Tube with both sides (side=2): the ball cannot leave the track, so any speed can be studied

Custom arc segment (arc-custom)

An arc whose start angle and sweep angle you choose; the collision face can be the inner rail (bowl/groove) or the outer rail (bridge/hump), so both the half bowl and the half hill can be drawn with it.

ParameterSymbolUnitRangeDefaultNotes
Radiusradiusm0.3–41.2—
Start anglestartDeg°0–3601800° = due right, counterclockwise
Sweep anglesweepDeg°30–360120180 = half circle, 360 = full circle
Collision faceside—0–100 = inner rail, 1 = outer rail

Straight track segment (track-segment)

A straight track of finite length with an adjustable angle.

ParameterSymbolUnitRangeDefaultNotes
Lengthlengthm0.5–83—
AngleangleDeg°−80–8000 = horizontal

Containers and Frames

U-shaped tray (tray-u)

An open container made of a floor plus two walls; inner width, wall height and wall thickness are adjustable, and the friction of the floor and of the side walls can be set separately.

ParameterSymbolUnitRangeDefaultNotes
Inner widthwidthm0.5–42Distance between the inner faces of the walls
Wall heightwallHm0.2–20.6—
Wall thicknessthicknessm0.04–0.20.1Floor and side walls share this thickness
Floor kinetic frictionmuFloor—0–10.3—
Wall kinetic frictionmuWall—0–10.1—

Open box (box-open)

A movable open box that can hold contents and take part in collisions; wall height, wall thickness and inner width are adjustable and stay editable after the box has been dropped (connections and references to it are preserved), and the friction of the floor and of the side walls can be set separately.

ParameterSymbolUnitRangeDefaultNotes
Massmasskg0.5–202—
Inner widthwidthm0.3–20.6Distance between the inner faces of the walls
Wall heightwallHm0.2–1.50.4—
Wall thicknessthicknessm0.04–0.20.08Floor and side walls share this thickness
Floor kinetic frictionmuFloor—0–10.3—
Wall kinetic frictionmuWall—0–10.1—

Block with a half-circle groove (block-halfcircle-groove)

A fixed rectangular block with a half-circle groove cut in the middle of its top face (the groove surface is a true arc - analytic collision handling plus smooth rendering); for problems where a ball rolls or slides inside the groove. Width, height and groove radius are adjustable. Untick fixed and give it a mass to build momentum/energy-conservation problems of the "block on a frictionless surface, the ball swinging in the groove pushes the block along" type (it becomes a translating body by default; if you need the block itself to rotate, switch to a planar rigid body with a uniform area mass distribution).

ParameterSymbolUnitRangeDefaultNotes
WidthWm1.2–42.4—
HeightHm0.6–20.8—
Groove radiusrm0.15–0.50.3The half-circle groove opens at the middle of the top face

L-shaped step block (block-step-l)

A fixed L-shaped step: a long lower bar with a raised block on the left, for problems where a block slides up onto the step or strikes its face.

ParameterSymbolUnitRangeDefaultNotes
Base widthWm0.8–31.6—
Base heighth1m0.2–1.20.4—
Step widthw2m0.3–0.80.5Sits on the left side
Step heighth2m0.2–1.20.6—

Custom-Drawn Shapes

Draw a track

The "Draw a track" entry in the left-hand library: draw an open polyline (it may be concave, may carry circular arcs, and can be closed into a loop) as a fixed track or slope along whose surface objects slide and collide; "Connections → Path" binds an object to the rail so it slides without friction. The "Re-edit shape" button on the card sends it back to the drawing board at any time.

Draw a rigid body

The "Draw a rigid body" entry in the left-hand library: draw a convex polygon (edges may be circular arcs; arcs are stored as true arcs and the engine collides against the arc; when you re-edit you can flatten an arc back or drag its peak), or use the circle tool to draw a disc. The result is a dynamic entity that is not fixed - gravity acts on it, it collides, and it can roll.

SettingDescription
Mass0.1–100 kg; changing the mass rescales the moment of inertia in proportion
RotationCan rotate (rigid body) / translation only. The moment of inertia of a rigid body is computed from the drawn geometry (circle = ½mR², polygon by integrating the uniform area distribution)

The "Re-edit shape" button on the card keeps the id and the constraint references and rebuilds only the geometry.


Machines

Fixed pulley (pulley-fixed)

An ideal fixed pulley, used together with a string. It changes the direction of the force without saving any of it.

ParameterSymbolUnitRangeDefaultNotes
Radiusradiusm0.1–0.60.25Affects the display only
Axle heightheightm1–84Height above the ground

Movable pulley (pulley-movable)

A movable pulley with mass that travels with the string. With several rope segments it gives a mechanical advantage.

ParameterSymbolUnitRangeDefaultNotes
Massmasskg0.1–504—
Radiusradiusm0.1–0.60.2—

Conveyor belt (belt)

A horizontal or inclined conveyor belt; the belt speed acts along the belt surface.

ParameterSymbolUnitRangeDefaultNotes
Lengthwidthm2–126—
Belt speedspeedm/s−8–82Positive = to the right / up the slope
AngleangleDeg°−60–6000 = horizontal

Demo ideas:

  • Block slower than the belt (initial speed < belt speed): the block is accelerated up to the belt speed (kinetic friction first, then static friction)
  • Block faster than the belt: the block is slowed down to the belt speed
  • Inclined belt: check whether it can carry the block up (needs μ>tan⁡θ\mu > \tan\theta)

Rod rotating about a fixed axis (rod-pivot)

A uniform rod rotating about one end (a physical pendulum).

ParameterSymbolUnitRangeDefaultNotes
Massmasskg0.2–101—
Rod lengthlengthm0.4–31.2—
Initial angleangleDeg°−90–900Measured from the horizontal

Connections

Spring (spring)

An elastic constraint joining an anchor to a target entity.

ParameterSymbolUnitRangeDefaultNotes
Natural lengthnaturalLengthm0.3–31Its length when unstressed
Spring constantkN/m10–500100The larger it is, the stiffer the spring and the faster the oscillation
Damping coefficientdampingN·s/m0–5000 = no damping (constant amplitude)

Demo ideas:

  • Damping = 0: watch undamped simple harmonic motion and check T=2πm/kT = 2\pi\sqrt{m/k}
  • Damping > 0: watch the amplitude decay (underdamped); the larger the damping, the faster the decay
  • Change the mass: as mm grows, TT grows too (the period is proportional to m\sqrt{m})

Light string (rope-light)

A one-way tension constraint: it can pull but not push, and it can go slack.

ParameterSymbolUnitRangeDefaultNotes
Lengthlengthm0.3–52String length (inextensible)
Breaking tensionbreakTensionN1–200OmittedOmitted = it never breaks; an explicit 0 is rejected by the engine (only tensions > 0 are accepted)

Note: while the string is slack (the distance between the objects is less than its length) it exerts no force at all. Once a breaking tension is set, the string snaps as soon as the tension exceeds it.

Light rod (rod-light)

A rigid two-way link: it can push and pull and keeps the distance fixed.

ParameterSymbolUnitRangeDefaultNotes
Lengthlengthm0.3–51.5Rod length (constant)

Difference from a string: a rod can push (compression), so the object cannot come "off" the rod. Suited to rigid pendulums and link mechanisms.

Ring on a track (track-ring)

A free ring constrained to slide only along a track or rod (a sliding point on the rail). Strings, rods and springs can be attached directly to the ring.

ParameterSymbolUnitRangeDefaultNotes
Massmasskg0.1–101The mass of the ring

How to use: after placing it, change its track field to the id of the target track or rod and the ring is constrained to slide on that track. Suited to "ring on a rod" problems (a ball carrying a ring sliding down a circular track, or a ring on a rod held by a string).


Fields and Environment

Uniform gravity (gravity)

The global gravity field.

ParameterSymbolUnitRangeDefaultNotes
Gravitational accelerationgm/s²0.5–209.89.8 on Earth, 1.62 on the Moon; 10 is common in exam questions

Note: the engine has no built-in gravity. A new scene in the builder comes with a deletable uniform gravity field (g=9.8); when gravity is not wanted (space or complete weightlessness), just delete this field.

Uniform electric field (efield)

A uniform electric field over the whole scene, acting on every charged body.

ParameterSymbolUnitRangeDefaultNotes
Field strengthEN/C1–50050—
Direction angleangleDeg°−180–18000° = to the right, 90° = upward

Note: only entities whose charge ≠ 0 feel the field force F=qEF = qE.

Electric field region · Rectangle (efield-region)

A uniform electric field confined to a finite rectangle; the usual choice for deflection or accelerating sections.

ParameterSymbolUnitRangeDefaultNotes
Field strengthEN/C1–50050—
DirectionangleDeg°−180–1800—
Widthwidthm1–104Horizontal extent of the region
Heightheightm1–103Vertical extent of the region

Demo idea: send a charged particle horizontally into a vertical electric field region → projectile-like motion (deflection).

Radial electric field (radial-efield)

E(r)=A/rE(r) = A/r along the radial direction - the principle of an electrostatic analyser.

ParameterSymbolUnitRangeDefaultNotes
Coefficient AAV0.5–504When $

Uniform magnetic field (bfield)

A uniform magnetic field perpendicular to the page.

ParameterSymbolUnitRangeDefaultNotes
Magnetic flux densityBT−5–51B>0 out of the page (⊙), B<0 into the page (⊗)
Widthwidthm1–126—
Heightheightm1–126—

Demo idea: send a charged particle perpendicularly into the field → uniform circular motion with r=mv∣q∣Br = \frac{mv}{|q|B}. Change vv or BB and watch the radius change.

Circular magnetic field region (bfield-circle)

A bounded circular region of uniform magnetic field.

ParameterSymbolUnitRangeDefaultNotes
Magnetic flux densityBT−5–51—
Region radiusradiusm0.5–62—

Triangular magnetic field region (bfield-triangle)

A right-isosceles triangular magnetic field region.

ParameterSymbolUnitRangeDefaultNotes
Magnetic flux densityBT−5–51—
Leg lengthlegm1–84—

Annular magnetic field region (bfield-annulus)

An annular (doughnut-shaped) uniform magnetic field: the particle feels the Lorentz force only inside the ring band where inner radius ≤ distance to the centre ≤ outer radius. An approximation of an annular deflector or a cyclotron chamber; an inner radius of 0 degenerates into a disc.

ParameterSymbolUnitRangeDefaultNotes
Magnetic flux densityBT−5–51—
Inner radiusinnerRadiusm0–100.30 = solid disc
Outer radiusouterRadiusm0.1–100.8Must be greater than the inner radius

Sector-shaped field region (sector-field)

A sector (central angle ≤ 180°) of uniform electric or magnetic field: the start angle gives the direction of the opening edge (radians, positive counterclockwise) and the central angle gives the swept range. The direct way to express real exam questions with sector-shaped field regions. Choose "Sector" under "Region" on the field card, or use the "Sector-shaped field region" template directly.

Custom-drawn field region

On any field card click "Draw field region": outline a polygon on the drawing board as the region this field acts in (it may be concave but must not self-intersect; edges may be circular arcs, stored as true arcs, and the engine uses the arc when deciding the boundary; when you re-edit you can flatten an arc back or drag its peak). Saving replaces the previous region settings, and the field only affects objects inside the region. With the field selected you can also drag the region's vertices or its centre straight on the canvas. The direction symbols inside the field (electric-field arrows, magnetic ⊗⊙) are laid out to suit the shape of the region: along concentric rings for circles and annuli, radially for sectors, evenly filling a drawn polygon.

Switched magnetic field (bfield-switched)

A magnetic field that is removed suddenly at the instant you set. For combined-field problems in which B is taken away.

ParameterSymbolUnitRangeDefaultNotes
Magnetic flux densityBT−5–51—
Field-off timeoffAts0.2–51At this instant B jumps to 0

Fixed point charge · Field source (charge-source)

A fixed source charge producing the point-charge field E=kQ/r2E = kQ/r^2.

ParameterSymbolUnitRangeDefaultNotes
ChargechargeUCμC−50–505Positive = positive charge

Air medium (air-medium)

Air throughout the scene, supplying drag and a wind speed.

ParameterSymbolUnitRangeDefaultNotes
Densitydensitykg/m³0.1–51.2Standard air is 1.2
Wind speedvxm/s−15–150Positive = wind blowing to the right

Celestial Bodies

Celestial body (celestial-body)

A spherical celestial body, usable as a gravity source or as an orbiting body.

ParameterSymbolUnitRangeDefaultNotes
Massmasskg0.01–10001Simulation units (not real kg)
Radiusradiusm0.05–20.3—
Gravitational parameter GMmum³/s²0–5000500Sets the strength of the gravity
As gravity sourceisSource—0–111 = produces a gravitational field, 0 = only feels one

Demo idea: make one large body the source (isSource=1) and a small one a test body (isSource=0), give the small body an initial speed v=GM/rv = \sqrt{GM/r} perpendicular to the line joining them, and watch a circular orbit. Too fast → an ellipse, too slow → it falls in.


Ready-Made Kits

Kits are preset combinations of several entities: one click adds the whole group, so you do not have to build it by hand.

Atwood machine (kit-atwood)

Two connected bodies on the two sides of a fixed pulley.

ParameterSymbolUnitRangeDefaultNotes
Mass on the leftm1kg0.2–101—
Mass on the rightm2kg0.2–102—
Axle heightheightm2–84.2—

Physics: a=(m2−m1)gm1+m2a = \frac{(m_2-m_1)g}{m_1+m_2}, T=2m1m2gm1+m2T = \frac{2m_1 m_2 g}{m_1+m_2}

Block-on-plank kit (kit-boardblock)

A block sliding onto a long plank, with both friction layers included.

ParameterSymbolUnitRangeDefaultNotes
Block massblockMasskg0.2–51—
Plank massplankMasskg0.5–82—
Block initial speedv0m/s1–104—
Block-plank frictionmuTop—0.05–10.3Between the block and the plank
Plank-ground frictionmuBottom—0–10.1Between the plank and the ground

Head-on carts (kit-collision)

Two carts running towards each other, with adjustable restitution.

ParameterSymbolUnitRangeDefaultNotes
Cart 1 massm1kg0.2–101—
Cart 2 massm2kg0.2–102—
Cart 1 speedv1m/s0.5–83To the right
Cart 2 speedv2m/s0.5–81To the left
Restitution coefficiente—0–111 = elastic, 0 = perfectly inelastic

Velocity selector (kit-vsel)

Crossed E and B fields plus a charged particle.

ParameterSymbolUnitRangeDefaultNotes
Electric field strengthEN/C10–500100—
Magnetic flux densityBT0.1–52—
Particle massmassMGmg1–10010—
ChargechargeUCμC1–10020—

Physics: the selected speed is v0=E/Bv_0 = E/B. A particle entering at this speed passes straight through; faster or slower and it is deflected.

Horizontal turntable · Top view (kit-turntable)

A block on a turntable seen from above, with friction supplying the centripetal force.

ParameterSymbolUnitRangeDefaultNotes
Angular velocity ωomegarad/s0.5–62—
Placement radiusrm0.3–31—
Static friction μsmuS—0.05–10.5—
Kinetic friction μkmuK—0.05–10.4—
Effective ggm/s²1–159.8—

Physics: the critical condition is ω2r=μsg\omega^2 r = \mu_s g. Beyond the critical radius the block is flung off.

Note: this is a top-view scene, so do not add gravity or a ground entity.

Bullet into a block (kit-bulletblock)

The classic perfectly inelastic collision / penetration problem.

ParameterSymbolUnitRangeDefaultNotes
Bullet initial speedv0m/s50–500300—
Bullet massbulletMasskg0.005–0.10.02—
Block massblockMasskg0.2–51—
Penetration resistance fresistanceN100–120006000Large = it embeds, small = it passes clean through
Block widthblockWidthm0.2–10.4—

Demo ideas:

  • Large resistance (6000 N): the bullet embeds and both move together at v′=mv0m+Mv' = \frac{m v_0}{m+M}
  • Small resistance (500 N): the bullet punches right through and the block gains only a small speed

Incline + block kit (kit-incline-block)

A fixed incline plus a block, built in one click.

ParameterSymbolUnitRangeDefaultNotes
AngleangleDeg°15–6037—
Massmasskg0.2–101—
Static frictionmuS—0–1.20.4—
Kinetic frictionmuK—0–1.20.3—

Table-pulley connected bodies (kit-table-pulley)

A block on the table joined to a hanging weight over a pulley at the table edge.

ParameterSymbolUnitRangeDefaultNotes
Block on the tablemTablekg0.2–102—
Hanging weightmHangkg0.2–101—
Table frictionmu—0–10.1—

Binary star pair (kit-binary-star)

Two stars orbiting each other, with the circular-orbit speeds set up automatically.

ParameterSymbolUnitRangeDefaultNotes
Star 1 massm1kg1–10010—
Star 2 massm2kg1–10010—
Separationdm1–83—
Gravitational constantGsim0.001–10.05Simulation units

Belt / gear drive (kit-belt-drive)

Two wheels coupled by their rim speed: ω1r1=ω2r2\omega_1 r_1 = \omega_2 r_2.

ParameterSymbolUnitRangeDefaultNotes
Wheel A radiusradiusAm0.1–1.50.3—
Wheel B radiusradiusBm0.1–1.50.15—
Wheel A initial angular velocityomegaArad/s−20–204—
Crossed / meshedcrossed—0–100 = same direction (belt), 1 = opposite direction (gears)

Two-rope suspension (kit-two-ropes)

A static-equilibrium kit hung symmetrically by two links.

ParameterSymbolUnitRangeDefaultNotes
Massmasskg0.5–203The suspended weight
Half spanspanm0.5–31.2Horizontal distance from an anchor point to the position directly above the weight
Anchor height differenceheightm0.5–31.5Vertical distance by which the anchor points stand above the weight

Used for: practising the resolution of three-force equilibrium (two string tensions plus gravity). Move the anchor points and watch how the tension is shared between the two strings.

Constant-torque disc on a fixed axis (kit-torque-disk)

A disc rotating about a fixed axis under a constant torque: α=τ/(12mr2)\alpha = \tau / (\frac{1}{2}mr^2).

ParameterSymbolUnitRangeDefaultNotes
Massmasskg0.5–82—
Radiusradiusm0.2–1.50.5—
TorquetorqueN·m0.1–50.5The constant external torque

Used for: uniformly accelerated rotation (ω=αt\omega = \alpha t, θ=12αt2\theta = \frac{1}{2}\alpha t^2) and checking the moment of inertia I=12mr2I = \frac{1}{2}mr^2.

Block under a varying F-x force (kit-fx-block)

A frictionless block under a force that depends on position: a constant force F0F_0 pushes it as far as xflatx_{\text{flat}}, after which the force falls linearly to 0 (at xendx_{\text{end}}). The work done equals the area under the F-x graph.

ParameterSymbolUnitRangeDefaultNotes
Massmasskg0.5–51—
Plateau forceF0N2–3010The size of the force in the constant-force section
End of constant forcexFlatm0.5–42The constant force acts up to here
Zero positionxEndm1–84Where the force has fallen linearly to 0

Used for: work done by a varying force (the area-under-the-graph method) and the work-energy theorem W=ΔEkW = \Delta E_k. Best watched together with the vv-xx graph.

Pulley block · one fixed and one movable (kit-pulley-block)

One fixed and one movable pulley plus a counterweight: two rope segments carry the movable pulley, and the system balances when the counterweight equals half the load (half the force).

ParameterSymbolUnitRangeDefaultNotes
Loadmasskg0.5–504The weight hanging from the movable pulley
CounterweightcounterMasskg0.1–502The weight at the rope end (balance at load/2)
Pulley radiusradiusm0.1–0.40.2The radius of both pulleys
Top heightheightm2–105The height of the fixed pulley / fixed end

Used for: the mechanical advantage of a pulley block (F=G/2F = G/2) and the relation between the speed of the rope end and the speed of the load (vrope=2vloadv_{\text{rope}} = 2v_{\text{load}}).

Simple pendulum kit (kit-pendulum)

Pivot + light string + bob: the spot you drop it at becomes the pivot, the bob is placed from the pendulum length and the initial angle, and the string length is set up for you.

ParameterSymbolUnitRangeDefaultNotes
Bob massmkg0.1–101—
LengthLm0.5–42From the pivot to the centre of the bob
Initial angletheta0°−90–90300 = the lowest point, positive = displaced to the right

Demo idea: at small angles (≤ 10°) the swing is approximately simple harmonic, with period T=2πL/gT = 2\pi\sqrt{L/g} independent of mass and amplitude; at large angles watch the period grow.

Events and Actions

Many exam questions change in stages: a string cut at some instant, friction that jumps after a collision, a force that appears once the particle is inside a magnetic field... Express such changes as an event (when it fires) → an action (what changes). Set them up on the "Events" tab on the right:

  1. Add an event: pick the trigger condition (see the list below) and fill in its parameter (for example the time 2.0 s)
  2. Attach actions to the event: pick the action type and fill in its parameters (for example "Release connection (cut)" with target = the id of the string)

Common trigger conditions: At time (at_time), First contact (first_contact), Contact lost (contact_lost), Speed reaches zero (speed_zero), Highest point (apex), Reaches position (position_reached), Bodies reach a common speed (relative_speed_zero, usual in block-on-plank problems), String turns taut (string_taut), Enters field region / Leaves field region (enter_field / leave_field), Spring back to natural length (spring_natural_length).

Common actions: Release connection (cut a string or rod), Activate connection, Explode apart, Sudden charging (switching on charge in an electromagnetic problem), Change belt speed, Change friction, Change connection length (hauling a string in or out), Open the parachute (changing the drag area), Change gravity, Record stage, Stop the run.

A typical case - "a ball hung by a light string, the string is cut after 2 s":

  • Event: At time, t = 2.0 s
  • Action: Release connection (cut), target = that string

Wrapping a String over a Pulley

An ordinary light string only joins its two ends directly. To run a string across a pulley (changing its direction), use a pulley-wrapped string: fill the string's pulleys list in the order of wrapping with pulley ids and wrap directions (clockwise / counterclockwise), and the engine works out the wrap angle and the total length for you. Kits such as the pulley block and the Atwood machine already have this configured - load the kit first, then change the parameters.


Using the Lab

Lab toolbar
Lab toolbar

Click "Run it" to enter the lab:

  • Play / pause: the space bar or the button
  • Speed: 0.25× / 0.5× / 1× / 2×
  • Timeline: drag to jump; event points (collisions, the highest point) are marked with diamonds
  • Display overlays: force vectors, velocity vectors, acceleration vectors, trajectory, labels, grid
  • Data charts: ss-tt, vv-tt, aa-tt, the energy chart, the event table
  • Parameter scan: change one parameter and observe how the result changes
  • Solve for a parameter: set a target value and the system works the parameter back out

Common Problems and Cautions

  • Objects interpenetrating: two objects that start out overlapping produce abnormal forces. Leave a gap when you place them.
  • Time step: high-speed collisions or a very stiff spring (k>500k > 500) may need a smaller step. If the energy jumps, lower the step in the scene settings.
  • Friction doing nothing: friction needs contact (N>0N > 0). An object in mid-air feels no friction.
  • String versus rod: a string only pulls (no force while it is slack); a rod pulls and pushes (it always maintains the distance).
  • Charge equal to 0: electric and magnetic fields do nothing to an uncharged object. Set a non-zero charge first.
  • Universal gravitation and the Coulomb force are off by default: both are forces between pairs of objects, so they only take effect once you add the matching entry under "Interactions" in the builder; the Coulomb force also needs the objects involved to carry a non-zero charge. The binary star pair kit sets up universal gravitation for you.
  • Gravity is configured per scene: the engine has no built-in gravity; a new scene in the builder comes with a deletable uniform gravity field (g=9.8). Do not add gravity to top-view scenes (such as the horizontal turntable), and leaving every field out gives complete weightlessness.
  • Drag needs a medium: drag parameters on an object take effect only once you add an air / medium entity.
  • Top-view kits: the horizontal turntable is a top-view scene, so do not add gravity or a ground on top of it.
  • Prefer a kit: when your experiment matches a kit (the Atwood machine, the block-on-plank kit), use the kit instead of building it by hand, so that no constraint is missed.

Teaching Suggestions

  • Newton's second law: use the table-pulley connected bodies and change the hanging mass to observe the acceleration.
  • Conservation of mechanical energy: use the vertical circular track (side=2), read the speed at each position and check 12mv2+mgh=C\frac{1}{2}mv^2 + mgh = C.
  • Collisions: use the head-on carts and sweep ee from 1 down to 0, comparing momentum conservation with the change in kinetic energy.
  • The block-on-plank model: use the block-on-plank kit and watch the block slow down, the plank speed up, and the pair end up at a common speed.
  • Electromagnetic deflection: a ball (given a charge) plus an electric field region → projectile-like motion; plus a magnetic field → circular motion.
  • Conveyor belts: give the block an initial speed different from the belt speed and watch it accelerate or decelerate before settling into uniform motion.

Related Experiments

  • Uniformly accelerated straight-line motion: check s=v0t+12at2s = v_0 t + \frac{1}{2}at^2
  • Free fall: check h=12gt2h = \frac{1}{2}gt^2 and that gg does not depend on mass
  • Newton's second law: use the control-variable method to check a∝Fa \propto F and a∝1/ma \propto 1/m
  • Horizontal projection: resolve it into uniform horizontal motion plus vertical free fall
  • Verifying conservation of mechanical energy: a smooth incline or a circular track
  • Collisions and momentum conservation: elastic and inelastic collisions
  • Circular motion and centripetal force: a ball on a string, a vertical circular track
  • The spring oscillator: check T=2πm/kT = 2\pi\sqrt{m/k}