Basketball Shot Lab · Real-Time Physics
Every jumper is a parabola. Solve it at the rim.
Pick your entry point on the iron, time your release inside the perfect zone and watch a physics engine resolve gravity, air drag, rim contact and glass in real time. Then read the telemetry like an analyst.
- Regulation rim height
- 3.05 m
- Min-speed free-throw angle
- 51.1°
- Rim inner diameter
- 0.457 m
Launch 52° · v₀ 7.14 m/s · Apex 3.76 m
Live Simulator
The Shot Lab
A side-view court with a full 3D physics state underneath. The rim is a torus, the backboard is a glass plane and every attempt is integrated at 480 steps per second.
- Choose a spot — Free Throw, Three-Pointer, Wing, Corner or Half-Court.
- Set the entry point — click the hoop on the court or use the rim target pad.
- Aim — move the pointer up or down over the court to set launch angle (or use the arrow keys).
- Shoot — press and hold the left or right mouse button, touch, or Space to charge; release inside the cream perfect zone.
Ready — pick an entry point, set your angle and hold to charge.
Post-Shot Telemetry
Updated after every attempt.
Session & Shot Chart
- Attempts
- 0
- Makes
- 0
- FG%
- 0%
- Swishes
- 0
- Best Streak
- 0
Session data stays on this device and is only saved between visits if you allow functional storage. See the Cookie Policy.
Shot Log
| # | Spot | Outcome | Angle | Velocity | Timing |
|---|---|---|---|---|---|
| No shots recorded yet — take your first attempt. | |||||
Lab Modules
Go deeper than the scoreboard
Five analytical briefings that explain what the engine is calculating — and how to use it to shoot better.
- θ min · FT
- 51.1°
- v₀ · FT
- 7.14 m/s
- Zone · FT
- ±1.5%
- Meter sweep
- 1.6 s
- Lateral · 3PT
- ±0.86°
- v₀ · Half
- 12.1 m/s
- e · Rim
- 0.55
- e · Glass
- 0.68
- SE · n=100
- ±4.9%
- Telemetry
- 8 fields
Under the Hood
How the engine resolves a shot
No canned animations. Every attempt is a fresh numerical simulation, which is why two releases a few milliseconds apart can land in completely different places.
- 01
Solve
A bisection search finds the release speed that threads your chosen entry point, and sizes the perfect zone from how sensitive landing distance is to speed.
- 02
Integrate
Gravity and quadratic air drag act on a 3D ball state in eight sub-steps per frame, so fast shots never tunnel through the rim.
- 03
Collide
A torus rim, a glass plane and a hardwood floor each apply their own restitution and friction to the normal and tangential velocity.
- 04
Classify
A downward crossing of the rim plane well inside the iron counts as a make; the contact history decides Swish, Rim, Backboard or Miss.
Model Constants
| Parameter | Value |
|---|---|
| Ball radius / mass | 0.119 m / 0.62 kg |
| Rim inner radius | 0.2286 m |
| Rim centre to glass | 0.381 m |
| Backboard | 1.83 × 1.07 m |
| Drag coefficient | 0.54 |
| Restitution rim / glass / floor | 0.55 / 0.68 / 0.78 |
| Integration rate | 480 Hz |