What Is Projectile Motion?

A projectile is any object that, once launched, moves only under the influence of gravity — no engine, no thrust, no air resistance (in the idealised model). A thrown ball, a bullet fired horizontally, a long-jumper in the air, a droplet of water from a fountain: all projectiles.

What makes projectile motion so elegant — and so important as a teaching topic — is that it's the simplest possible example of two-dimensional kinematics. The horizontal and vertical components of motion are completely independent of each other. Gravity only acts downward; it doesn't touch the horizontal velocity at all. That independence is the insight that unlocks everything.

Galileo Galilei was the first to analyse projectile motion mathematically, around 1590. He showed that the path of a projectile (ignoring air resistance) is a parabola — a result that contradicted centuries of Aristotelian physics, which held that projectiles followed a straight-line path before suddenly dropping. See our Classical Mechanics guide for the full historical context and Newton's Laws, which provide the underlying framework.

Key Principle

Horizontal and vertical motion are independent. Horizontal velocity stays constant (no force acts horizontally). Vertical motion is uniformly accelerated downward at g = 9.8 m/s².

The Assumptions — and When They Break Down

The standard projectile motion model makes three assumptions that are worth being explicit about, because real-world projectiles violate all three:

  1. No air resistance. In reality, drag forces slow projectiles, especially at high speeds. A real golf ball travels far less than the ideal model predicts. Air resistance makes the maths significantly harder and the trajectory asymmetric.
  2. Constant gravitational acceleration. We assume g = 9.8 m/s² throughout the flight. This is valid for objects that don't reach significant altitude. For rockets or ballistic missiles, g varies with height.
  3. Flat Earth approximation. We treat the ground as flat. For very long-range projectiles (intercontinental ballistic missiles, for example), the curvature of the Earth matters.

For almost every physics exam problem and most real-world engineering estimates, these assumptions hold well enough. A cricket ball bowled at 140 km/h travels about 20 metres — the ideal model gives an excellent approximation. It's when you extend to extreme cases that you need the more complete picture.

The Core Equations — Derived from Scratch

We start from the two kinematic equations of uniform acceleration (derived in our Classical Mechanics guide):

v = u + at      and      s = ut + ½at²
SUVAT equations: s = displacement, u = initial velocity, v = final velocity, a = acceleration, t = time

For a projectile launched at speed v₀ and angle θ above the horizontal, we split the initial velocity into components:

v₀ₓ = v₀ cos θHorizontal component
v₀ᵧ = v₀ sin θVertical component

Now we apply the kinematic equations to each direction independently:

Horizontal Motion (a = 0)

x(t) = v₀ cos θ · t
Horizontal position at time t. Constant velocity — no force acts horizontally.

Vertical Motion (a = −g)

y(t) = v₀ sin θ · t − ½gt²
Vertical position at time t. Gravity pulls down at g = 9.8 m/s².
vᵧ(t) = v₀ sin θ − gt
Vertical velocity at time t. Decreases linearly until zero at max height, then increases downward.

The Three Key Results Derived

1. Time of Flight

The projectile lands when y = 0 again (assuming it returns to the same height it was launched from):

0 = v₀ sin θ · T − ½gT²  ⟹  T = 2v₀ sin θ / g
Time of flight T. Notice it depends only on the vertical component of launch velocity.

This is a satisfying result: the time in the air is entirely determined by the vertical component. If you fire two projectiles at the same angle but one goes twice as fast, the faster one spends twice as long in the air.

2. Maximum Height

At maximum height, the vertical velocity is zero: vᵧ = 0. Substituting into vᵧ = v₀ sin θ − gt:

t_peak = v₀ sin θ / g  ⟹  H = (v₀ sin θ)² / 2g
Maximum height H. Depends on the square of the vertical component.

3. Range

Substitute the time of flight T back into the horizontal position equation:

R = v₀ cos θ · T = v₀ cos θ · (2v₀ sin θ / g) = v₀² sin 2θ / g
Horizontal range R. Uses the double-angle identity: 2 sin θ cos θ = sin 2θ.
The Double-Angle Identity

The step 2 sin θ cos θ = sin 2θ is a trigonometric identity. It's the reason why the range formula has a sin 2θ term, which directly explains why 45° gives maximum range (sin 90° = 1, its maximum value).

Why Does 45° Give Maximum Range?

This is one of the most satisfying results in introductory physics. The range formula is R = v₀² sin 2θ / g. For fixed v₀ and g, the range is maximised when sin 2θ is maximised — and sin achieves its maximum value of 1 when its argument equals 90°.

So: 2θ = 90° ⟹ θ = 45°. Maximum range at 45°.

But here's the deeper geometric insight: at 45°, the horizontal and vertical components of initial velocity are equal (v₀ cos 45° = v₀ sin 45° = v₀/√2). Any angle lower than 45° means too little vertical velocity — the projectile doesn't spend enough time in the air to travel far horizontally. Any angle higher than 45° means too much vertical velocity — the projectile goes high but comes straight down without much horizontal distance.

A beautiful symmetry: complementary angles give equal range. A shot at 30° and a shot at 60° (both launched at the same speed) travel exactly the same horizontal distance — but the 60° shot goes higher and takes longer. This follows directly from sin 2(30°) = sin 60° and sin 2(60°) = sin 120° = sin 60°.

Real-World Caveat

With air resistance, the optimal angle drops below 45° — typically to around 30–38° depending on the projectile. This is why artillery pieces often fire at angles well below 45° for maximum range in real conditions.

Six Worked Examples

Example 1 — Basic

Ball thrown horizontally off a cliff

GivenHeight of cliff: h = 45 m  |  Initial horizontal speed: v₀ = 15 m/s  |  g = 9.8 m/s²

Find: (a) time to land, (b) horizontal distance travelled.

01

Horizontal throw means θ = 0°, so v₀ᵧ = 0. Vertical motion: h = ½gt² → t = √(2h/g) = √(90/9.8) = √9.18 = 3.03 s

02

Horizontal distance: x = v₀ₓ · t = 15 × 3.03 = 45.4 m

✓ t ≈ 3.03 s  |  x ≈ 45.4 m
Example 2 — Standard

Angled launch — find range and max height

Givenv₀ = 30 m/s  |  θ = 40°  |  g = 9.8 m/s²
01

Components: v₀ₓ = 30 cos 40° = 22.98 m/s  |  v₀ᵧ = 30 sin 40° = 19.28 m/s

02

Time of flight: T = 2v₀ᵧ/g = 2(19.28)/9.8 = 3.94 s

03

Range: R = v₀ₓ · T = 22.98 × 3.94 = 90.5 m

04

Max height: H = v₀ᵧ²/(2g) = (19.28)²/(19.6) = 371.8/19.6 = 19.0 m

✓ T ≈ 3.94 s  |  R ≈ 90.5 m  |  H ≈ 19.0 m
Example 3 — Standard

Verify the complementary angle symmetry

Givenv₀ = 20 m/s  |  θ₁ = 30° and θ₂ = 60°  |  g = 9.8 m/s²
01

Range at 30°: R = v₀² sin(60°)/g = 400 × 0.866/9.8 = 35.4 m

02

Range at 60°: R = v₀² sin(120°)/g = 400 × sin(120°)/9.8 = 400 × 0.866/9.8 = 35.4 m

03

Note: sin(120°) = sin(180° − 60°) = sin(60°) = 0.866. The ranges are identical.

✓ Both give R ≈ 35.4 m — complementary angles confirmed.
Example 4 — Harder

Find launch angle given range and speed

Givenv₀ = 25 m/s  |  R = 50 m  |  g = 9.8 m/s²  |  Find: θ
01

Use R = v₀² sin 2θ / g  →  sin 2θ = Rg/v₀² = (50 × 9.8)/625 = 0.784

02

2θ = arcsin(0.784) = 51.6°  →  θ₁ = 25.8°

03

Second solution: 2θ = 180° − 51.6° = 128.4°  →  θ₂ = 64.2°

✓ Two solutions: θ ≈ 25.8° (flatter trajectory) or θ ≈ 64.2° (higher arc) — both reach 50 m.
Example 5 — Harder

Projectile launched from elevated position

GivenLaunch height: y₀ = 10 m above landing  |  v₀ = 20 m/s  |  θ = 35°  |  g = 9.8 m/s²
01

Components: v₀ₓ = 20 cos 35° = 16.38 m/s  |  v₀ᵧ = 20 sin 35° = 11.47 m/s

02

Vertical position: y = y₀ + v₀ᵧt − ½gt². Land when y = 0: 0 = 10 + 11.47t − 4.9t²

03

Rearrange: 4.9t² − 11.47t − 10 = 0. Quadratic formula: t = [11.47 ± √(131.6 + 196)] / 9.8 = [11.47 ± 18.1] / 9.8

04

Take positive root: t = 29.57/9.8 = 3.02 s. Horizontal range: x = 16.38 × 3.02 = 49.5 m

✓ T ≈ 3.02 s  |  R ≈ 49.5 m
Example 6 — Exam Hard

Where does a projectile hit a slope?

Givenv₀ = 15 m/s  |  θ = 60°  |  Slope at angle φ = 20° below horizontal  |  g = 9.8 m/s²
01

On the slope: y = −x tan φ = −x tan 20° = −0.364x. Parametrically: x = v₀cosθ · t, y = v₀sinθ · t − ½gt²

02

Substitute: −0.364(v₀cosθ · t) = v₀sinθ · t − ½gt². Divide through by t (t ≠ 0): −0.364(15×0.5) = 15×0.866 − 4.9t

03

−2.73 = 12.99 − 4.9t  →  4.9t = 15.72  →  t = 3.21 s

04

x = 7.5 × 3.21 = 24.1 m  |  y = −0.364 × 24.1 = −8.77 m. Distance along slope: d = x/cosφ = 24.1/0.940 = 25.6 m

✓ Hits slope 25.6 m from launch point, 8.77 m below launch height.

Common Mistakes and Misconceptions

  • Mixing up v₀ sin θ and v₀ cos θ. Remember: sin gives the component in the direction of θ (vertical for launch angle), cos gives the adjacent component (horizontal). Drawing a right-angled velocity triangle every time eliminates this error.
  • Using g = 9.8 m/s² with the wrong sign. Choose a sign convention (up positive is standard) and stick to it. In y(t) = v₀ sin θ · t − ½gt², the minus sign is already built in for upward-positive convention.
  • Assuming the range formula works for non-level ground. R = v₀² sin 2θ / g only applies when the launch and landing heights are equal. For elevated or depressed launches, go back to y(t) = 0 and solve the quadratic (as in Example 5).
  • Forgetting the two solutions when finding angle from range. Because sin 2θ = sin(180° − 2θ), there are always two launch angles (below and above 45°) that produce the same range. Both are physically valid; choose based on context.
  • Treating maximum height as occurring at the halfway point in time. This only holds for level-ground launches. For elevated launches, it occurs at t = v₀ sin θ / g regardless of ground height.
Exam Trap

When a projectile is launched at an angle from a height above the landing level, the time of flight is longer than the level-ground formula gives. Always set y = 0 (at ground level) and solve the quadratic for T — never use T = 2v₀ sinθ/g in these cases.

Frequently Asked Questions

Because vertical and horizontal motions are independent. Both bullets experience the same downward acceleration g from the moment they're released. The fired bullet has horizontal velocity, but that doesn't affect how quickly gravity accelerates it downward. This is one of the cleanest demonstrations of the independence principle — and it's experimentally verified with the "monkey-hunter" experiment in university physics labs.
In the idealised model (no air resistance), no — mass cancels out of the equations. A feather and a bowling ball launched at the same angle and speed follow identical parabolic paths. In reality, air resistance makes mass matter significantly: heavier objects are less affected by drag relative to their inertia, which is why a shot put flies farther than a ping-pong ball launched at the same speed.
A parabola. You can derive this by eliminating t between x(t) = v₀cosθ · t and y(t) = v₀sinθ · t − ½gt². Solving the first equation for t and substituting into the second gives y as a quadratic function of x — the equation of a parabola. Galileo proved this around 1590, overturning the Aristotelian view.
Air resistance (drag) acts opposite to the velocity vector and is typically proportional to v² for fast-moving objects. It reduces both horizontal and vertical velocity, making the trajectory asymmetric — the descent is steeper than the ascent. The optimal angle for maximum range drops below 45° (typically to around 30–38° depending on the object). Solving drag-inclusive projectile motion requires numerical methods or differential equations.
At maximum height, the vertical component of velocity is exactly zero (vᵧ = 0). The horizontal component v₀cosθ is unchanged throughout the flight (no horizontal force). So the speed at maximum height equals v₀cosθ — which is the minimum speed during the flight, and is never zero (for θ ≠ 90°).

Keep Going with Classical Mechanics

Projectile motion is just one piece. Explore momentum conservation, Newton's Laws, and rotational dynamics in the full topic guide.

Classical Mechanics Guide → Conservation of Momentum

Sources & Further Reading

  1. Halliday, D., Resnick, R., & Krane, K. S. (2002). Physics (5th ed., Vol. 1). Wiley. Chapter 4: Motion in Two and Three Dimensions.
  2. Galilei, G. (1638). Discorsi e dimostrazioni matematiche (Dialogues Concerning Two New Sciences). Third Day — on projectile motion and parabolic paths.
  3. Serway, R. A., & Jewett, J. W. (2018). Physics for Scientists and Engineers (10th ed.). Cengage. Chapter 4: Motion in Two Dimensions.
  4. Tipler, P. A., & Mosca, G. (2007). Physics for Scientists and Engineers (6th ed.). W. H. Freeman. §3-4: Motion with Constant Acceleration.
  5. Taylor, J. R. (2005). Classical Mechanics. University Science Books. Chapter 1: Newton's Laws of Motion.