Gravity Simulator

Change the mass of a star, the distance of a planet and the planet's speed, then watch what happens to its orbit. The numbers come from Newton's law of gravity, and the equations are below.

Circular orbit speed here
Planet's starting speed
Escape speed here
Orbit shape
Length of one orbit

How the simulator works

Gravity pulls the planet toward the star with a force that grows with the star's mass and shrinks with the square of the distance. Newton's law of universal gravitation gives the acceleration:

a = G × M / r²

Here G is the gravitational constant, 6.674 × 10⁻¹¹ m³ kg⁻¹ s⁻², M is the star's mass and r is the distance between the two. The simulator recalculates this pull many times per animation frame and moves the planet accordingly.

The three numbers to watch

Circular orbit speed is the speed at which the planet's path bends at exactly the same rate as the star's pull, giving a circle: v = √(G × M / r). For Earth at 1 AU from the Sun, that is about 29.8 km/s.

Escape speed is √2 times larger, about 42.1 km/s at Earth's distance. At or above it, the planet never comes back.

Length of one orbit follows from Kepler's third law: T = 2π × √(a³ / (G × M)), where a is half the orbit's longest diameter. With the default settings this gives about 365 days.

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What this model leaves out

This is a teaching model, not a mission planner. It treats the star and planet as points, keeps the star fixed in place, ignores other planets, and does not include general relativity. A planet that gets too close to the star is simply marked as a collision, using a fixed distance of 0.02 AU. Real solar systems are messier, so treat the results as a clear picture of Newtonian gravity and not as a precise prediction for any real planet.