Foundations — Range, max height, time of flight — all derived
This page assumes nothing. Before you can read "" you must know what each of those marks is, what picture it stands for, and why the topic can't do without it. We build them one at a time, each resting on the one before.
0. The picture everything lives in
Every symbol we define points at something in one diagram: a ball launched from flat ground, flying in an arc, landing again. Keep this picture in your head — we will label pieces of it one by one.

Look at the red arc: that is the path (the "trajectory") of the ball. The dashed lines are the two motions we will separate. Everything below is a name for some feature of this picture.
1. The two axes: horizontal and vertical
Picture: In the figure, runs left-to-right along the ground, runs bottom-to-top like a ladder.
Why the topic needs it: Gravity pulls only downward. So the up-down motion behaves completely differently from the side-to-side motion. Splitting the world into these two perpendicular directions lets us treat each with its own simple rule. This split is the whole trick — see Projectile Motion — components & independence.
2. Speed and velocity — and
Picture: In the figure, the short red arrow at the launch point is — its length is the speed, its tilt is the direction.
Why the topic needs it: The ball starts with one push. Everything after — how long, how high, how far — is decided by how hard () and which way () that push was. We use the letter for the initial value and for a current value so we never confuse "start" with "now."
3. The launch angle
Picture: In the figure it's the wedge-shaped opening between the ground and the red launch arrow.
- → thrown flat, straight along the ground.
- → thrown straight up.
- → exactly halfway, a "corner" tilt.
Why the topic needs it: The same speed produces wildly different flights depending on the tilt. A flat throw ( small) goes far but low; a steep throw ( large) goes high but not far. is the knob that trades one for the other.
4. Splitting the arrow: components and
Here is the single most important move in the whole topic. We take the tilted launch arrow and ask: how much of it points sideways, and how much points up?

Picture: In the figure the red slanted arrow is . Drop a straight line down to the ground: the shadow along the ground is , the height it reaches is . Together (bottom) and (side) form a right triangle with as the slanted long side.
Why sine and cosine — and not something else
We have a right triangle. Its longest side (the hypotenuse, opposite the right angle) is . The angle sits at the launch corner. We need to turn "length and angle " into the two shorter sides. That is exactly the job trigonometry was invented for.
The adjacent side (touching ) is the horizontal one, and the opposite side (across from ) is the vertical one. So:
Why the topic needs it: Once is split into and , we can treat the flat drift and the up-down flight as two separate 1D problems. See Vectors — resolving into components.
5. Acceleration and gravity — and
Picture: In the figure, gravity is the fat downward arrow on the ball — always pointing straight down, always the same size, at every point of the arc.
Sign convention: We pick up as the positive direction. Since gravity pulls down, its acceleration is (negative). Horizontally there's no force, so .
Why the topic needs it: Gravity is the only thing that curves the path. It is what makes the ball slow, stop, and fall back. Without the ball would fly off in a straight line forever. Deep dive: Free Fall & Acceleration due to gravity.
6. Displacement and time — , ,
Picture: Pick any point on the red arc. Its horizontal distance from the start is ; its height is ; the moment it's there is .
Why the topic needs it: is the glue. The vertical motion decides when things happen (when it peaks, when it lands); we then feed that same into the horizontal motion to find where. This shared clock is the entire coupling between the two independent motions.
7. The 1D motion equations we'll reuse
Because each axis is a plain 1D motion, we borrow two standard results from Equations of Motion (1D kinematics). Along the vertical axis (with and ):
Why two different equations? They answer different questions:
- The first has in it — use it when you care about timing (time of flight).
- The second has no — use it when you know a velocity and want a height but don't yet know the time. At the top, is known but the time isn't, so the second tool is perfect for max height.
Choosing the right tool for the question being asked is a skill the parent note leans on constantly.
8. The double-angle identity
When we compute range we get a multiplied by a , producing the combo . There's a tidy identity that folds it into one term:
Why the topic needs it: It reveals at a glance that range is largest at (because peaks when ) and that complementary angles share a range. Without it the formula still works but hides its own secret. Full treatment: Trigonometric identities — double angle.
How these foundations feed the topic
Read top to bottom: axes, speed, angle, and trigonometry all combine into the components; the components plus gravity and the shared clock feed the 1D equations; those equations (helped by the double-angle identity) generate the three boxed results in Range, max height, time of flight — all derived.
Equipment checklist
Test yourself — cover the right side and answer aloud.