Visual walkthrough — Range, max height, time of flight — all derived
Step 1 — Draw the throw and name what we see
WHAT. A ball leaves the ground moving fast in a slanted direction. Let us give names to the picture so we can talk about it.
- The speed at launch — how fast the ball leaves your hand — we call . It is one number, measured in metres per second.
- The slant — how steeply upward you threw it, measured up from the flat ground — we call (the Greek letter "theta", just a name for the angle).
WHY. Before any maths, we must pin words to marks. is a length of arrow; is the opening between that arrow and the ground. Everything downstream is built only from these two.
PICTURE. Look at the amber arrow: its length is the speed , and the amber angle between it and the white ground line is . Nothing has moved yet — this is the instant of launch.

Step 2 — Split the one arrow into two honest arrows
WHAT. The slanted arrow is hard to reason about directly. We replace it with two arrows that add up to it: one lying flat (forward) and one standing straight up.
WHY THIS TOOL — why break it up? Because gravity only ever pulls straight down. It has no opinion about forward motion. So if we separate "forward" from "up", gravity touches only the up-part, and the forward-part becomes trivially simple (nothing pushes it). This split is the single trick that makes projectiles solvable. See Vectors — resolving into components.
To get the lengths of the two new arrows we use a right triangle — a triangle with one square corner. Slide the slanted arrow so it becomes the slanted side (hypotenuse) of such a triangle:
- The flat bottom side has length . Here (cosine) means "how much of the slant points forward" — a fraction between and .
- The vertical side has length . Here (sine) means "how much of the slant points upward".
PICTURE. The amber slant is the hypotenuse; the cyan arrow along the ground is the forward speed ; the white vertical arrow is the upward speed . The little square marks the right angle.

Step 3 — Watch the up-arrow die, then be reborn (vertical motion)
WHAT. Follow only the vertical part now. It starts at going up, slows, stops at the top, then speeds back down.
WHY. Gravity subtracts a fixed amount of upward speed every second. That fixed amount is (about every second near Earth). See Free Fall & Acceleration due to gravity. Because the change is steady, the vertical velocity is a straight line sloping down through time.
The vertical velocity at any time (see Equations of Motion (1D kinematics)):
- — the up-speed we start with.
- — how much up-speed gravity has stolen after seconds.
- The minus sign — gravity removes upward motion.
PICTURE. The graph: a straight amber line of vertical velocity starting positive at , crossing zero (the peak, marked with a cyan dot), then going negative (falling). Time runs along the white axis.

Step 4 — Find how long the ball floats (time of flight)
WHAT. We want , the total time from launch until the ball is back at ground level.
WHY this method. The vertical position starts at and must return to . So we ask: for which times is height zero? The height built from the vertical motion is
Set (on the ground) and factor out the common :
- — the launch instant itself (yes, it is on the ground then too). We throw this root away.
- — solving gives the landing time.
- — bigger up-throw ⇒ longer flight.
- in the denominator — stronger gravity ⇒ shorter flight.
- the — up-trip plus down-trip, exactly the mirror symmetry from Step 3.
PICTURE. The height-versus-time curve: a smooth amber arch starting at , peaking, returning to . The two ground-touch moments and are marked; the cyan bracket labels the full span .

Step 5 — Let the forward-arrow ride for time (the range)
WHAT. Now bring back the forward part from Step 2, . Nothing pushes it sideways, so it moves at this constant speed the entire time the ball is airborne.
WHY. Distance at constant speed is simply . The time available is exactly the float-time we just found — this is the only bridge between the vertical world (which set the clock) and the horizontal world (which used the clock).
- — forward speed carried the whole flight.
- — how long that carrying lasts.
- Multiplying gives (speed appears twice) and a pair.
PICTURE. The full parabola drawn over the ground, with a cyan horizontal bar underneath measuring the landing distance . Small clocks/marks show the forward arrow stepping equal distances in equal ticks (constant speed), while the height rises and falls.

Step 6 — The double-angle tidy-up
WHAT. The clumsy has a famous shorter name. From Trigonometric identities — double angle:
WHY use it. Two reasons. (1) It is cleaner. (2) It reveals the best angle instantly: a single sine is easiest to maximise. Substituting:
- — throw twice as fast, land four times as far.
- — the whole angle-dependence lives here, and never exceeds .
- — heavier gravity pulls the landing point in.
PICTURE. A plot of against launch angle from to : an amber hump peaking dead-centre at . Cyan guide lines drop from the peak to the axis; the mirror pair (e.g. and ) is marked at equal heights.

Step 7 — The edge cases (never let the reader fall off the map)
WHAT & WHY. A formula you trust must survive its extremes. We test the corners.
Case (thrown flat along the ground). Then , so . Correct: with no upward part, the vertical motion gives — the ball is already on the ground and never leaves. Zero time in air ⇒ zero distance.
Case (thrown straight up). Then , so . Correct: it goes up and comes straight back down onto your head. Longest flight time, but zero forward travel because .
Between the extremes. rises from , peaks at , and falls back to — the full hump of Step 6. No angle is left unexplained.
Warning — same-height only. Every box here assumed launch and landing at the same level. Throw off a cliff and does not return to ; you must re-solve Step 4's quadratic with the drop included.
PICTURE. Three tiny trajectories side by side: the flat streak that never rises, the vertical spike that returns to the launch point, and the graceful arch reaching farthest — all sharing one baseline.

Recall Quick self-test
Why is range zero at both and ? ::: At there's no air time (); at there's no forward speed (). Both drivers of range hit zero at the ends. Which two things multiply to give range? ::: Constant forward speed times air time .
The one-picture summary
PICTURE. Everything on one blueprint: the launch arrow split into (cyan, flat) and (white, up); the vertical part driving the clock ; the forward part riding that clock to trace the amber parabola; the landing distance bracketed below; the peak height labelled at the top. One glance, one derivation.

Recall Feynman retelling — the whole walk in plain words (click)
You throw a ball at slant. First trick: cut the throw into two — one part running forward, one part shooting straight up. Gravity is lazy: it only fights the up-part. So the up-part is a little story of its own — it climbs, slows, stops, and falls, taking a certain amount of time . Because the slow-down is perfectly steady, the time going up equals the time coming down, which is where the "times two" comes from: .
Meanwhile the forward part just cruises — nothing slows it — at a fixed speed . So the distance it lands away is simply cruise speed × float time. Multiply them and you get , which trig lets us rename .
Since is biggest at inside, and that is twice the launch angle, the best throw is — a fair balance between staying up long enough and driving forward fast. Throw flatter and you're fast but land too soon; throw steeper and you float long but barely move forward. And at the two extremes — dead flat or straight up — you go nowhere at all.
Connections
- Range, max height, time of flight — all derived — the parent, where the boxed results live.
- Vectors — resolving into components — the arrow-splitting of Step 2.
- Projectile Motion — components & independence — why forward and up motions don't talk.
- Equations of Motion (1D kinematics) — the and formulas used in Steps 3–4.
- Free Fall & Acceleration due to gravity — where comes from.
- Trigonometric identities — double angle — the Step 6 identity.
- Energy method — max height via conservation — an alternate route to .