b2KIT

Collision Simulator

Simulate elastic and inelastic 1D and 2D collisions. Adjust masses and velocities, track momentum and kinetic energy conservation.

Tested tool guide Tested browser tools Checked August 16, 2026

What Collision Simulator does, with a checked example

Put two bodies on a collision course by specifying their masses and velocities, then choose an elastic or inelastic collision in one or two dimensions. The simulator shows the resulting motion and tracks total momentum and kinetic energy before and after impact. In two dimensions, direction matters as well as speed. The common surprise is that an inelastic collision can conserve system momentum while losing translational kinetic energy; the missing kinetic energy is not missing momentum.

Worked example

A concrete input and expected output from the current implementation.

Input

Mode: 1D elastic
Object 1: mass 1 kg, velocity +2 m/s
Object 2: mass 1 kg, velocity 0 m/s

Expected output

Object 1 final velocity: 0 m/s
Object 2 final velocity: +2 m/s
Momentum before and after: +2 kg m/s
Kinetic energy before and after: 2 J

In a head-on elastic collision between equal masses, the objects exchange velocities. Initially, momentum is 1 x 2 = 2 kg m/s and kinetic energy is 0.5 x 1 x 2^2 = 2 J; the final values give the same totals.

How the result is produced

1

One-dimensional collisions

In 1D, each velocity is signed, so its sign identifies the direction of travel. Total momentum is the sum of mass times signed velocity for both objects. For an elastic collision, both momentum and total kinetic energy remain constant. For an inelastic collision, momentum remains the primary conservation check while translational kinetic energy can decrease.

2

Two-dimensional accounting

In 2D, velocity and momentum are vectors. The horizontal momentum totals must balance before and after the collision, and the vertical totals must balance separately. Kinetic energy is still a scalar, calculated from each object's speed rather than from a signed component. Different outgoing directions can therefore produce the same conserved system totals.

Good uses

  • Checking the final velocities predicted for a head-on elastic collision between two known masses.
  • Comparing momentum and kinetic energy loss in elastic and inelastic versions of the same impact.
  • Exploring how changing an approach direction alters the outgoing velocity vectors in a 2D collision.

Limits and checks

  • A negative 1D velocity indicates motion in the opposite direction; speed itself is not negative.
  • In 2D, matching only the magnitude of total momentum is insufficient. The horizontal and vertical components must each reconcile.
  • Do not read the translational result as a calculation of rotation, heat, sound, or material deformation.

Common questions

Does conserved momentum mean both objects keep their original speeds?

No. Conservation applies to the mass-weighted vector sum for the complete two-object system, not to either object separately. One object can slow down, stop, reverse direction, or gain speed as momentum is transferred. In an elastic collision the system's kinetic energy also remains constant, but each object's individual kinetic energy may change.

Why is kinetic energy lower after an inelastic collision?

An inelastic collision converts some translational kinetic energy into other forms, such as deformation, internal energy, or sound. That does not prevent total momentum from remaining constant for the modeled isolated system. No, the before-and-after translational kinetic energies are not expected to match unless the selected collision is elastic.

References and verification

The example and behavioral notes were checked against the browser implementation. Standards and primary references below define the relevant format, formula, or platform behavior.

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