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Topic landing page15 concepts400 min3 starter tracks

Mechanics

Use vectors, balance and rotational cause, angular momentum, trajectories, gravity fields and potential, circular orbits, orbital periods, escape thresholds, impulse, conservation, and collisions to read motion and interactions on the same simulation-first surface.

Mechanics is the place to start when you want the language of motion, then the interactions that change that motion. The page stays compact by grouping the catalog into motion-reading ideas, one bounded rotational branch that now includes torque, static equilibrium / centre of mass, rotational inertia, rolling motion, and angular momentum, one bounded gravity bridge that now includes field, energy, orbital-speed, orbital-period, and escape-threshold views, and momentum-driven interactions instead of making you scan every module cold.

Canonical topic: Mechanics

Best first concepts

Open one strong concept before you scan the whole topic.

The topic page keeps these starts in their own compact row so the first screen is about orientation and next action, not stacked feature cards.

Best firstNot startedMastery: New

Vectors and Components

Rotate and scale a live vector, decompose it into horizontal and vertical parts, and watch those components drive the same straight-line motion and geometry.

Vector foundations

Strong first stop for getting into this topic without scanning the whole library.

MagnitudeAngleComponents
Open concept
Best firstNot startedMastery: New

Projectile Motion

Launch a projectile, watch the trajectory form, and connect the range, height, and component motion to the launch settings.

Two-dimensional motion

Strong first stop for getting into this topic without scanning the whole library.

Launch angleGravityTrajectory
Open concept

Related guided tracks

Use a short path when this topic should feel ordered instead of open-ended.

These tracks stay tied to the same shared concept pages and progress model. They are surfaced here either because the authored path meaningfully overlaps this topic page or because the topic catalog marks the track as useful preparation for this branch.

Starter track5 concepts130 min3 checkpoints

Start with torque as the turning effect of force, use centre of mass and support region for static balance, then carry the same rotational language into moment of inertia, rolling motion, and angular momentum.

Torque and lever armsCentre of massMoment of inertia

Track progress

0 / 8 moments complete

0 / 5 concepts and 0 / 3 checkpoints cleared.

1Torque
Start here
2Static Equilibrium / Centre of Mass
Ahead
3Rotational Inertia / Moment of Inertia
Ahead
2 more steps in the full track

Torque opens this track and sets up the rest of the path.

Starter track3 concepts75 min2 checkpoints

Start with vector components, move into projectile paths, and then use circular motion to understand how velocity can keep changing direction.

ComponentsTrajectoriesCentripetal acceleration

Track progress

0 / 5 moments complete

0 / 3 concepts and 0 / 2 checkpoints cleared.

1Vectors and Components
Start here
2Projectile Motion
Ahead
3Uniform Circular Motion
Ahead

Vectors and Components opens this track and sets up the rest of the path.

Starter track5 concepts135 min3 checkpoints

Start with one source mass creating a field and potential well, then use that same gravity model to explain circular speed, orbital periods, and the escape threshold.

Inverse-square fieldPotential wellCircular-year timing

Track progress

0 / 8 moments complete

0 / 5 concepts and 0 / 3 checkpoints cleared.

1Gravitational Fields
Start here
2Gravitational Potential and Potential Energy
Ahead
3Circular Orbits and Orbital Speed
Ahead
2 more steps in the full track

Gravitational Fields opens this track and sets up the rest of the path.

Grouped concept overview

Browse this topic by intent, not by one long unstructured list.

Each group is authored in the topic catalog, but the actual concepts, progress badges, and track cues still come from the canonical concept metadata and shared progress model.

Back to concept library

Group 01

Motion language and trajectories

Build the coordinate and component language first, then use it in a live projectile path.

2 concepts50 min
MechanicsBest firstIntro25 minNot startedMastery: New

Vectors and Components

Rotate and scale a live vector, decompose it into horizontal and vertical parts, and watch those components drive the same straight-line motion and geometry.

Vector foundations

Strong first stop for getting into this topic without scanning the whole library.

Motion and Circular Motion - 1/3
MagnitudeAngle

Built for quick scanning, filtering, and direct access.

Open concept
MechanicsGood first moduleBest firstIntro25 minNot startedMastery: New

Projectile Motion

Launch a projectile, watch the trajectory form, and connect the range, height, and component motion to the launch settings.

Two-dimensional motion

Strong first stop for getting into this topic without scanning the whole library.

Motion and Circular Motion - 2/3
Launch angleGravity

Strong first module for getting into the public preview.

Open concept

Group 02

Turning effects and rotational response

Stay with one compact rotational branch: first use a pivoted bar to make rotational cause visible, then let centre of mass and support region turn that same torque language into static balance, next keep the mass-distribution story for spin-up resistance, then let rolling motion tie translation and rotation together on one incline, and finally treat angular momentum as the conserved rotational analogue of momentum.

5 concepts130 min
MechanicsIntro25 minNot startedMastery: New

Torque

Push on one pivoted bar and see how lever arm distance, force direction, and turning effect stay tied to the same compact rotational bench.

Turning effects of force

Rotational Mechanics - 1/5
Lever armForce direction

Built for quick scanning, filtering, and direct access.

Open concept
MechanicsIntro25 minNot startedMastery: New

Static Equilibrium / Centre of Mass

Shift one support region under one loaded plank and see how centre of mass, support reactions, and torque balance decide whether the object stays stable or tips.

Balance, support, and centre of mass

Rotational Mechanics - 2/5
Centre of massSupport region

Built for quick scanning, filtering, and direct access.

Open concept
MechanicsIntro25 minNot startedMastery: New

Rotational Inertia / Moment of Inertia

Keep the same total mass and torque, then slide equal masses inward or outward to see why moment of inertia makes some rotors much harder to spin up than others.

Mass distribution and rotational response

Rotational Mechanics - 3/5
Mass radiusMoment of inertia

Built for quick scanning, filtering, and direct access.

Open concept
MechanicsIntermediate30 minNot startedMastery: New

Rolling Motion

Roll a sphere, cylinder, hoop, or custom mass distribution down one incline and see how rolling without slipping ties translation, rotation, and rotational inertia to the same honest run.

Rolling without slipping

Rotational Mechanics - 4/5
No-slip linkInertia factor

Built for quick scanning, filtering, and direct access.

Open concept
MechanicsIntermediate25 minNot startedMastery: New

Angular Momentum

Treat angular momentum as rotational momentum on one compact rotor where mass radius and spin rate stay tied to the same readouts, response maps, and same-L conservation story.

Rotational momentum and conservation

Rotational Mechanics - 5/5
L = I omegaSame L, different spin

Built for quick scanning, filtering, and direct access.

Open concept

Group 03

Gravity fields, energy, orbit, and escape bridges

Use one bounded source-mass model to connect inward pull, potential-well depth, circular-orbit balance, the period law for larger and smaller circular years, and the later escape-threshold question without leaving the same gravity thread.

5 concepts135 min
MechanicsIntro25 minNot startedMastery: New

Gravitational Fields

See how one source mass creates an inward gravitational field, how source mass and distance set the field strength, and how a probe mass turns that field into force without changing the field itself.

Gravity and orbit bridges

Gravity and Orbits - 1/5
Field directionInverse-square drop

Built for quick scanning, filtering, and direct access.

Open concept
MechanicsIntro25 minNot startedMastery: New

Gravitational Potential and Potential Energy

See one source mass create a negative potential well, compare how potential and potential energy change with distance, and connect the downhill slope of phi to the gravitational field on the same live model.

Gravity and orbit bridges

Gravity and Orbits - 2/5
Negative potential wellsU = m phi

Built for quick scanning, filtering, and direct access.

Open concept
MechanicsIntermediate30 minNot startedMastery: New

Circular Orbits and Orbital Speed

See why a circular orbit needs the right sideways speed, how gravity supplies the centripetal acceleration, and how source mass and radius together set orbital speed and period on one bounded live model.

Gravity and orbit bridges

Gravity and Orbits - 3/5
Gravity as centripetal accelerationOrbital speed

Built for quick scanning, filtering, and direct access.

Open concept
MechanicsIntermediate25 minNot startedMastery: New

Kepler's Third Law and Orbital Periods

Compare circular orbits around one source mass and see why larger orbits take longer: the path is longer, the circular speed is lower, and the same live model makes the period law visible without hiding the gravity-speed link.

Gravity and orbit bridges

Gravity and Orbits - 4/5
T^2 proportional to r^3Longer path and lower speed

Built for quick scanning, filtering, and direct access.

Open concept
MechanicsIntermediate30 minNot startedMastery: New

Escape Velocity

Launch outward from one bounded gravity source and see how source mass, launch radius, and total specific energy decide whether the object escapes or eventually returns.

Gravity and orbit bridges

Gravity and Orbits - 5/5
Escape thresholdTotal specific energy

Built for quick scanning, filtering, and direct access.

Open concept

Group 04

Momentum and interactions

Stay with force over time, system totals, and collision outcomes without leaving the same mechanics thread.

3 concepts85 min
MechanicsIntro25 minNot startedMastery: New

Momentum and Impulse

Push one cart with a timed force pulse and watch momentum, impulse, and force-time area stay tied to the same motion, readouts, and graphs.

Momentum and force over time

p = mvJ = F delta t

Built for quick scanning, filtering, and direct access.

Open concept
MechanicsIntro30 minNot startedMastery: New

Conservation of Momentum

Watch two carts trade momentum through one bounded internal interaction and see the total stay fixed while the individual momenta, velocities, and center-of-mass motion update together.

Multi-object interactions

Isolated systemsTotal momentum

Built for quick scanning, filtering, and direct access.

Open concept
MechanicsIntro30 minNot startedMastery: New

Collisions

Collide two carts on one honest track, keep total momentum in view, and see how elasticity, mass, and incoming speed shape the rebound or stick-together outcome.

Collisions and restitution

Momentum conservationElastic vs inelastic

Built for quick scanning, filtering, and direct access.

Open concept