Free Physics Simulation Software

Click on one of the physics simulations below.. you'll see them animating in real time, and be able to interact with them by dragging objects or changing parameters like gravity.

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Customize and Share

There are several ways to reproduce a particular experimental setup. The easiest way is to click the 'share' button.

  1. Modify the simulation by changing parameters such as gravity, damping, and by dragging objects with your mouse.
  2. Click the 'share' button. Copy the URL from the dialog.
  3. Paste the URL in an email. Or save it in a text file for later use.

When the recipient clicks the URL, the EasyScript that is embedded in the URL willreplicate the conditions that you set up.

SeeCustomizing myPhysicsLab Simulations for how to customize further with JavaScript or EasyScript.

Open Source Software

myPhysicsLab is provided as open source software under theApache 2.0 License.Source code is available athttps://github.com/myphysicslab/myphysicslab.Online documentation is available.

There are around 50 different simulations in the source code, each of which has anexample file which is mainly for development and testing. These can alsobe used to show simulations offline (when not connected to the internet).

The example files are available online in two forms:

  • advanced-compiled which loads faster. Downloadable version for offline usage.
  • simple-compiled which allows for more customization. Downloadable version for offline usage.

How Does It Work?

Most of the simulation web pages show how the math is derived. See for example theSingle Spring simulation.

  • A physics simulation starts with a mathematical model whose variablesdefine the state of the system at a given time. Each variable represents the positionor velocity of some part of the system.
  • The heart of a physics simulation is theset of differential equationsthat describe how the variables evolve over time. The forces and geometry determinethe equations.
  • The next step is getting the computer to solve the equations, a processthat goes by the name numerical analysis.The Runge Kutta method is a popular choice.
  • For simulations that involve collisions there are additional steps:we need to detect the collision and thenback up in time to the moment beforethe collision to modify the velocities.
  • Finally, there are lots of programming details abouthow to represent objects on thecomputer display, how tohandle user input, how tosynchronize with real time,and so on.

The rigid body physics engine is the mostsophisticated simulation shown here. It is capable of replicating all of the other morespecialized simulations. The physics engine handlescollisions and also calculatescontact forces which allow objects to push against eachother.

See also links to other physics websites.

Units Of Measurement

The myPhysicsLab simulations do not have units of measurements specified such asmeters, kilograms, seconds. The units are dimensionless, they can beinterpreted however you want, but they must be consistent within thesimulation.

For example if we regard a unit of distance as one meter and a unit of timeas one second, then a unit of velocity must be one meter/second.

See the discussionAbout Units Of Measurementin the myPhysicsLab Documentation.

E-Mail List

Stay informed about new myPhysicsLab simulations and software. Low volume of email. We won't share your email address with anyone else.

About the Author

Hi, my name is Erik Neumann, I live inSeattle, WA, USA, and I am a self-employed software engineer. I started developing thiswebsite in 2001, both as a personal project to learn scientific computing, and with avision of developing an online science museum. I grew up in Chicago near theMuseum of Science and Industry which I lovedto visit and learn about science and math.

I got a BA in Mathematics at Oberlin College, Ohio, 1978, and an MBA from Univerityof Chicago, 1984. My first software jobs were using the languageAPL which Ienjoyed for its math-like conciseness and power.

I was fortunate to get involved in the Macintosh software industry early on in 1985,joiningMacroMind, which becameMacromedia. I led the softwaredevelopment at MacroMind as VP of Engineering for 5 years. Our most significant productwas VideoWorks, which was renamed Director, and lives on today asAdobe Director. In the1980's, the interactive multimedia concepts that are so common today were new and beingdeveloped. VideoWorks was mainly an animation tool, but also incorporated programmableinteractivity. Our main competitors at that time were HyperCard, SuperCard, andAuthorware. Director was used in many different ways; I am most proud that it becamethe preferred way to prototype software user interfaces for a time during the 90's.Director was also used to develop the introductory 'guided tour' tutorial that camewith the Macintosh in the early years. And of course, Director was used for all sortsof art, design, and marketing projects.

I went on to work at Apple Computer on new multimedia and user interface conceptsinvolving digital agents, animated user interfaces, speech recognition and distributedinformation access. In 1991, there was a sudden flurry of activity when Apple and IBMwere trying to set up a strategic partnership. I became involved in the super-secretnegotiations, and made the suggestion that what the world needed was a standard formultimedia that multimedia content creators could rely on to publish to (ultimatelythis is what HTML became). Based on these suggestions,Kaleida Labs was founded. Ourwork there developed a product calledScriptX,which turned out to be very similar to Sun's Java which was being developed at the sametime. ScriptX had goals of supporting all forms of multimedia: text, images, audio,video, animation; being cross-platform (Mac and Windows), interpreted, object oriented,with a garbage collector to manage memory.

I then moved to Seattle and turned my attention back to mathematics and science. Irelearned calculus by doing all the problems in my old college text book and tookfurther math classes at the University of Washington. I started developing this websiteas a way to practice what I was learning. I am now happy to use excellent tools such asHTML and JavaScript, and leave their development to others. I continue to work onphysics simulations, with several new ones in development.

Archive of older projects. A viagem de chihiro 2 dublado 1973.

This web page was first published April 2001.