Newton Lab is a virtual mechanics bench. Assemble an experiment from bricks, balls, wheels, slopes, springs, ropes, rods and motors; set the mass, friction and elasticity of every part; then press Run and watch the laws of physics take over.
The point of difference is the Theory panel: while the 3D world runs, every experiment shows the measured quantity beside the value the classic formula predicts, and the percentage difference between them. Students see the bridge between the real world and its mathematical model — and they see exactly where the model stops working.
Rigid bodies, friction, restitution, contacts and stacking, solved with sequential impulses at 240 Hz — not an animation.
Pin joints, rods, ropes, springs, pulleys and motorised hinges let you build levers, Atwood machines, pendulums and carts.
Live vectors and labels in 3D, per-body read-outs, and diagrams of any quantity against time with the analytic curve overlaid.
Every experiment carries VCE-style questions that mark themselves and explain the working.
Save an experiment to a .newton file, export the diagram as CSV or PNG, snapshot the 3D view.
One HTML file. No install, no account, no internet. Drop it on a USB stick or a school share and it just runs.
Measured in the 3D world, beside the value the classic formula predicts. Green means the model and the world agree.
| Quantity | Measured | Formula | Diff |
|---|
Data is captured at 60 Hz while the simulation runs. Reset the experiment to clear it.
Everything you need to run this in a classroom. No install, no login, no internet.
| Screen | What it is for |
|---|---|
| Experiments | The library. Twenty ready-made benches, grouped by topic. Click a card to open it. |
| Laboratory | The 3D bench itself: object toolbar on the left, the world in the middle, and the Setup / Properties / Theory / Questions dock on the right. |
| Diagrams | Plot any recorded quantity against time. Tick several curves to compare them, and leave the dashed theoretical curve on to see how well the model fits. |
| Documentation | This page. |
Every camera move can be done with the mouse or from the keyboard — use whichever suits the room.
| Action | Mouse | Keyboard |
|---|---|---|
| Orbit | Left-drag on empty space | ← → ↑ ↓ |
| Pan | Right-drag (or middle-drag) | Shift + arrow keys |
| Zoom | Mouse wheel | + and − |
| Reset the camera | Reset view button | 0 |
| Move faster | — | hold Alt with any of the above |
| Standard views | Front / 3D / Side / Top buttons, top-left of the viewport | |
| Select a body | Left-click it with the Select tool | |
| Drag a body | Left-click and drag it. Paused → it teleports. Running → you pull it with a spring. | |
| Focus on selection | F | |
Left-drag only orbits when it starts on empty space — starting on a body moves the body, so the two never fight each other.
.newton file from the menu.Choosing a material sets density (and therefore mass), friction and restitution together — the same trade-offs a real technician makes when choosing what to build a rig out of.
| Material | Density kg/m³ | Friction μ | Restitution e |
|---|---|---|---|
| Wood | 650 | 0.40 | 0.30 |
| Steel | 7850 | 0.30 | 0.45 |
| Rubber | 1200 | 0.95 | 0.85 |
| Plastic | 1050 | 0.35 | 0.55 |
| Ice | 917 | 0.04 | 0.10 |
| Lead | 11340 | 0.45 | 0.10 |
| Concrete | 2400 | 0.65 | 0.15 |
Each row shows a measured quantity from the running 3D world, the value the textbook formula predicts, and the difference. Green (<2 %) means the model and the world agree. Amber and red mean something in the model is missing — friction, air resistance, rotational inertia, or an approximation such as sinθ ≈ θ. That disagreement is the lesson, not a bug: ask students which assumption has just broken.
Select any body and Newton Lab draws its free-body diagram — every force acting on it, drawn separately and to scale, with the numbers listed in the Properties panel.
| Arrow | Force | Where it comes from |
|---|---|---|
| red | Weight, mg | Gravity. Always present, always straight down. |
| blue | Normal, N | The surface pushing back, at right angles to it. |
| orange | Friction, f | Along the surface, opposing sliding. |
| purple | Tension, T | A rope, rod, spring or pulley pulling. |
| cyan | Air drag, D | Only when Air resistance is switched on. |
| black | Resultant, ΣF = ma | The sum of all the others. This is the only one that accelerates the body. |
The one thing to take away: weight is not the resultant force. Select a block resting on the ground — the red weight arrow and the blue normal arrow are the same length and point opposite ways, and the black resultant vanishes. No resultant force, no acceleration. That is Newton's first law, and it is the single most common thing to get wrong in an exam.
These forces are not decorative. They are read straight out of the solver — the contact impulses and the joint impulses it actually applied — so the arrows on screen add up to ma exactly.
Space run / pause R reset the experiment 1 select tool X delete tool F focus on selection Del delete selected body
←→↑↓ orbit Shift+arrows pan + / − zoom 0 reset the camera Alt move faster
Bodies are rigid, motion is solved in the vertical x–y plane and drawn as extruded 3D solids. Each frame the engine integrates forces, finds contacts (circle–circle, circle–polygon and polygon–polygon with SAT clipping), then runs twelve iterations of a sequential-impulse solver with warm starting for contacts, joints and friction. The time step is fixed at 1/240 s, so results are repeatable.
Gravity, air density, per-body material, applied force and applied torque are all yours to change.
Air drag uses F = ½ρCdAv² against the body's frontal area.