Motion, force, and energy — built from things you can see.
Five lessons. Zero prerequisites. We start from a question anyone can answer by looking — "where is that thing?" — and reason our way up to predicting projectile flight, accounting for energy, and sizing the torque on a stuck bolt. Every formula is derived in front of you before you're asked to use it.
Where am I? Position, velocity, acceleration ✓
Try to tell someone where your coffee mug is without pointing. You'll find you can't do it in one word. You end up saying something like "two feet to the right of the laptop." That sentence secretly contains everything physics needs: a reference point (the laptop), a distance (two feet), and a direction (to the right).
Position is never absolute. It is always a distance and direction from something you
chose. Pick a reference point and a direction, and any location becomes a single
number: x. That's it — a coordinate is just "how far, which way."
Velocity: how position changes
Now watch the mug slide across the table. Its number x is changing. How fast?
The only honest way to say it: compare two snapshots. If x went from 2 m to
8 m over 3 seconds, position changed by 6 m in 3 s — that's 2 meters
per second. We just invented velocity:
- Velocity = change in position ÷ time it took →
v = Δx / Δt, in m/s. - It carries direction: moving toward smaller
xmeans negative velocity. The minus sign isn't decoration — it's the direction.
Acceleration: how velocity changes
But velocity itself can change — a car pulls away from a light, a part decelerates on a
conveyor. Apply the exact same trick one level up: compare velocity at two moments.
Went from 2 m/s to 8 m/s in 3 s? Velocity changed by 6 m/s over 3 s,
so it gained 2 (m/s) each second. That is acceleration:
a = Δv / Δt, in m/s² — "meters per second, per second."
That's the entire vocabulary of motion. Position tells you where, velocity tells you how fast where is changing, acceleration tells you how fast how-fast is changing. Play with the cart below and watch all three at once — especially how a constant acceleration bends the position trace into a curve.
Try this: set v₀ = 4 and a = -1. The cart coasts, slows,
stops for an instant, then comes back — and the trace draws a perfect arch. You've just
watched every braking part, every reversing axis, every thrown object in one picture.
Why do things speed up? Force and F = ma ✓
Lesson 1 described motion. Now the deeper question: what causes acceleration? You already know the answer from the grocery store. Push an empty shopping cart and it leaps forward. Load it with forty pounds of dog food and give it the same push — it barely responds. Two facts fall straight out of that experience:
- Push harder → more acceleration. Acceleration grows with force.
- More stuff in the cart → less acceleration from the same push. Whatever "amount of stuff" is, it resists changes in motion. We call that resistance mass.
Mass is not "how heavy something is" — it's how stubbornly it resists having its
motion changed. Double the force, double the acceleration. Double the mass, halve the
acceleration. Write both facts in one line and Newton's second law falls out:
a = F / m, usually rearranged as F = m × a.
Why Aristotle got it wrong for 2,000 years
Aristotle taught that objects "naturally" stop, so continuous motion needs continuous pushing. It feels true — stop pushing the cart and it stops. But the culprit is a hidden backwards force: friction. Remove friction (an air-hockey table, an icy floor, deep space) and a moving object just… keeps moving. Nothing is needed to maintain motion. Force is only needed to change it.
In the sim below, the applied force fights friction. The net force is what shows up
in a = Fnet / m. Slide friction to zero and watch the block behave
the way Newton said all along; crank friction up and you get Aristotle's illusion back —
including the block refusing to move at all until your push beats the grip of static friction.
Notice the units answer a practical question too: 1 newton is the force that gives 1 kg an acceleration of 1 m/s². Forces on a CNC cutter, thrust on a plasma torch, clamping force in a vise — all measured in the same currency.
Gravity and projectile motion ✓
Hold a bolt at shoulder height and drop it. It starts at rest and speeds up as it falls
— measured carefully, its downward velocity grows by 9.81 m/s every second, no
matter how heavy the bolt is. Gravity, near Earth's surface, is simply a constant downward
acceleration: g = 9.81 m/s².
Now the classic puzzle: drop one bolt, and at the same instant throw a second one horizontally from the same height. Which hits the floor first? Almost everyone guesses the dropped one. They land at the same time. Every time.
Gravity pulls down. It has no opinion about sideways motion. So horizontal and
vertical motion run on separate, independent clocks: horizontally, nothing pushes, so
velocity stays constant (Lesson 2!); vertically, gravity accelerates at g
exactly as if the sideways motion didn't exist. Solve two easy 1-D problems instead of one
hard 2-D problem.
Building the trajectory
Launch at speed v and angle θ. Split the launch velocity into
its two independent parts:
- Horizontal:
vx = v cosθ— constant forever (no horizontal force). - Vertical: starts at
v sinθ, loses 9.81 m/s each second. It hits zero at the top of the arc, then goes negative on the way down. - Flight time: up takes
v sinθ / g, symmetry doubles it:T = 2v sinθ / g. - Range: constant sideways speed × total time:
R = v cosθ · T.
Nothing here was handed down — each line is just Lessons 1 and 2 applied to one axis at a time. Now go hit the target. Notice that 30° and 60° land in the same place, and 45° throws farthest — can you see why from the trade-off between hang time and sideways speed?
Energy: the universal currency ✓
Push a pallet across the floor and you get tired. Push it twice as far — twice as
tired. Push twice as hard for the same distance — also twice as tired. Whatever you're
"spending," it scales with both force and distance. Physics names that spend
work: W = F × d, measured in joules
(1 J = 1 N pushed through 1 m).
Where does the work go?
Lift a 2 kg part onto a shelf 3 m up. You fought gravity's pull of
mg = 19.6 N through 3 m, spending mgh ≈ 59 J.
That spend isn't gone — nudge the part off the shelf and gravity pays it all back,
accelerating it downward. Work stored by position is potential energy:
PE = mgh.
Now push a cart on frictionless wheels instead. The force F = ma acting over
distance d does work W = mad. But from Lesson 1's cart, a body
accelerating from rest obeys v² = 2ad, so ad = v²/2.
Substitute it in and the stored-in-motion energy pops out:
KE = ½mv². Note the square — doubling speed
quadruples the energy. That's why a chip flying off a lathe at twice the speed is
four times as dangerous.
Energy is bookkeeping for work. It changes form — height to motion, motion to heat
— but the ledger always balances. In a frictionless system,
KE + PE = constant. With friction, the "missing" energy isn't destroyed; it
leaves as heat, which you can measure with a thermometer.
Watch the pendulum trade the two forms back and forth: all PE at the ends of the swing, all KE at the bottom, total pinned flat. Then flip on damping (air drag and pivot friction) and watch the total drain into the "heat" column — the ledger still balances.
Why this matters in the shop ✓
Everything on a shop floor is Lessons 1–4 wearing work clothes. Four examples you'll meet in your first month:
- CNC cutting forces. A mill shearing aluminum pushes on the cutter with hundreds of newtons. That force flexes the tool and the part (
F = maplus stiffness) — which is exactly why aggressive cuts leave chatter marks and why rigid setups matter. - Plasma cutting. A plasma jet is gas accelerated to enormous velocity. Its punch comes from momentum (
mv) and its melting power from kinetic energy — remember, energy scales with v². - 3D printer motion. The print head is a mass on belts. Commanding an instant velocity change would demand infinite force, so the firmware ramps acceleration gently — too aggressive and the frame rings, printing ghost ripples into your walls.
- Torque. The rotational sibling of force, and the one you'll use most, so let's derive it.
Torque: force with leverage
Why do door handles sit far from the hinge? Push near the hinge and the door barely moves; the same push at the handle swings it easily. For turning, force alone isn't the whole story — where you apply it matters just as much.
Turning effectiveness = force × lever arm: τ = F × r, in
newton-meters. Double your wrench length and you double the torque from the same muscle.
That's not a trick — it's the whole reason wrenches, breaker bars, and gearboxes exist.
A seized bolt needs 90 N·m to break loose. Below, adjust your grip strength and
wrench length until the bolt turns — then check the math: the moment
F × r crosses 90, it moves.
What you can now reason about
Without memorizing anything, you can now work out from scratch:
- How far a decelerating machine axis travels before it stops (position ↔ velocity ↔ acceleration).
- What motor force a given mass and required acceleration demand (
F = ma). - Where a part thrown from a conveyor lands (independent horizontal + vertical motion).
- How much energy a lift, a spring, or a moving carriage stores — and where it goes when there's friction (
mgh,½mv², conservation). - What wrench, gear ratio, or motor torque a job needs (
τ = F × r).
Next stop: Chemistry — why the materials those forces act on behave the way they do.