LLOS Physics Lab
Real Simulation Examples

A planning file with actual moving examples and live formulas. Each lab follows the same learning loop: predict, change a variable, watch the system respond, and connect the feeling to the equation.

Predict -> Run -> See whyLive formulasSVG simulationsReusable engines

Core workflow

Every physics mini-game should preserve this rhythm. The scene may change, but the learning psychology stays fixed.

1. Predict

The learner chooses a value before seeing the result.

2. Commit

A launch, release, switch, or test button makes the choice visible.

3. Watch

The object moves, bends, falls, glows, focuses, or collides.

4. Compare

The result is shown against the target, expectation, or ideal.

5. Explain

The formula updates live and becomes a memory anchor.

Working simulation examples

These are not final product components. They are planning-grade prototypes showing how formulas can be rendered, felt, and varied.

Torque Lever
Feel why perpendicular force turns most.
Rotation
τ = rF sin(θ)
Only the perpendicular part of force turns the lever.
F6N
r3m
θ90deg
Launch Angle
Hit the target by balancing speed and angle.
Motion
R = v² sin(2θ) / g
45° gives the farthest range on flat ground.
v20m/s
θ45deg
T35m
Spring Launcher
Stretch stores energy and changes force.
Energy
F = -kx
More stretch creates more restoring force.
k50N/m
x0.30m
Bulb Brightness
Current rises with voltage and falls with resistance.
Electricity
I = V / R
Brightness is the visible feeling of current.
V9V
R6Ω
Lens Explorer
Move object and watch image distance change.
Optics
1/f = 1/dₒ + 1/dᵢ
Close object, far image. Far object, close image.
f10cm
dₒ25cm
Wave Tank
Frequency and wavelength trade off when speed is fixed.
Waves
v = fλ
More frequency means shorter wavelength for same speed.
f4Hz
v20m/s
Momentum Collision Arena
Mass and velocity combine into impact feeling.
Momentum
p = mv
A slow heavy object can carry more momentum than a fast light one.
m5kg
v6m/s

Series coverage table

The same interaction pattern can cover a large part of school physics if we build reusable engines, not one-off pages.

EngineGame variationsConcepts coveredEstimated count
AimLaunch angle, launch speed, elevated target, moving targetProjectile motion, range, vectors, relative motion, optimization25-40
FallDrop race, parachute, elevator, ramp rollerGravity, acceleration, free fall, air resistance, apparent weight25-45
Push / PullCrate push, tug of war, friction slider, rope tensionForce, net force, friction, normal reaction, tension35-60
StretchSpring launcher, spring balance, elastic collisionHooke's law, elastic potential energy, oscillation20-35
Balance / RotateTorque lever, seesaw, door push, spinning chairMoment, torque, equilibrium, angular momentum25-45
CollideMomentum arena, truck vs car, impulse wallMomentum, impulse, conservation, collision types25-45
Flow / GlowBulb brightness, series, parallel, battery lifeOhm's law, current, voltage, resistance, power40-70
WaveWave tank, rope pulse, sound wave, resonanceFrequency, wavelength, wave speed, reflection, standing waves35-60
Focus / ReflectLens explorer, mirror explorer, periscope, rainbowReflection, refraction, image distance, focal length, dispersion35-60
HeatCoffee cooling, spoon race, gas box, expansion bridgeHeat transfer, thermal conductivity, gas laws, expansion25-45

Planning estimate: 40-50 reusable engines can cover roughly 350-500 physics concepts when variation, difficulty, and assessment layers are added.