Modelling the motion of a projectile
The equations of motion over time
Setting up the reference frame
We choose a reference frame with the origin at the launch point, the x axis horizontal (direction of motion) and the y axis vertical, pointing upward. The projectile is launched with an initial speed v0 making an angle alpha with the horizontal.
The components of the initial speed are:
- v0x = v0 * cos(alpha)
- v0y = v0 * sin(alpha)
The equations of motion
By applying the laws of motion (constant speed on x, acceleration -g on y), we obtain at time t:
Speed:
- vx(t) = v0 * cos(alpha)
- vy(t) = v0 * sin(alpha) - g*t
Position (starting from the origin, y0 = 0):
- x(t) = v0 * cos(alpha) * t
- y(t) = v0 * sin(alpha) * t - (1/2) * g * t^2
Concrete example
A soccer player kicks a ball with v0 = 10 m/s and alpha = 30 degrees. We have cos(30) = 0.87 and sin(30) = 0.5. So v0x = 8.7 m/s and v0y = 5 m/s.
After t = 0.5 s:
- x = 8.7 * 0.5 = 4.35 m
- y = 5 * 0.5 - 0.5 * 9.8 * 0.5^2 = 2.5 - 1.225 = 1.275 m
Summary table
| Quantity | x axis | y axis |
|---|---|---|
| Initial speed | v0*cos(alpha) | v0*sin(alpha) |
| Acceleration | 0 | -g |
| Position at time t | v0*cos(alpha)*t | v0*sin(alpha)*t - (1/2)gt^2 |
Common pitfall
Watch out for angle units (degrees vs radians depending on the calculator) and the sign of g: since the y axis points upward, the acceleration due to gravity must be written as -g, otherwise all computed heights will be wrong.

