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.

  1. Choose a spot — Free Throw, Three-Pointer, Wing, Corner or Half-Court.
  2. Set the entry point — click the hoop on the court or use the rim target pad.
  3. Aim — move the pointer up or down over the court to set launch angle (or use the arrow keys).
  4. Shoot — press and hold the left or right mouse button, touch, or Space to charge; release inside the cream perfect zone.
Spot Free Throw · 4.19 m Angle 52.0° Power 0% Target Center Zone Calculating…
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Ready — pick an entry point, set your angle and hold to charge.

Post-Shot Telemetry

Updated after every attempt.

Outcome Awaiting shot Swish, Rim, Backboard or Miss
Power Accuracy — Versus solved ideal
Launch Angle — Degrees above horizontal
Distance — Release to rim centre
Ball Velocity — At release
Arc Height — Apex above floor
Release Timing — Early, Perfect or Late
Entry Angle — Descent at rim plane

Session & Shot Chart

Attempts
0
Makes
0
FG%
0%
Swishes
0
Best Streak
0
Free Throw0/0 · 0%
Three-Pointer0/0 · 0%
Wing0/0 · 0%
Corner0/0 · 0%
Half-Court0/0 · 0%

Session data stays on this device and is only saved between visits if you allow functional storage. See the Cookie Policy.

Shot Log

#SpotOutcomeAngleVelocityTiming
No shots recorded yet — take your first attempt.

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.

  1. 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.

  2. 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.

  3. 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.

  4. 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

ParameterValue
Ball radius / mass0.119 m / 0.62 kg
Rim inner radius0.2286 m
Rim centre to glass0.381 m
Backboard1.83 × 1.07 m
Drag coefficient0.54
Restitution rim / glass / floor0.55 / 0.68 / 0.78
Integration rate480 Hz
Why these values?