Module 1 · Physics

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.

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01

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).

First principle

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:

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.

Cart on a trackInteractive
t = 0.0 s x = 25.0 m v = 2.0 m/s

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.

02

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:

First principle

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.

Push a blockInteractive
a = 2.50 m/s² v = 0.0 m/s friction = 0 N

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.

03

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.

First principle

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:

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?

Projectile launcherInteractive
range = max height = flight time =
04

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.

First principle

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.

Pendulum energy ledgerInteractive
KE = 0.0 J PE = 0.0 J total = 0.0 J
05

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:

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.

First principle

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.

Break the seized bolt (needs 90 N·m)Interactive
torque τ = F × r = 45.0 N·m Stuck

What you can now reason about

Without memorizing anything, you can now work out from scratch:

Next stop: Chemistry — why the materials those forces act on behave the way they do.