EXP·010 Heft — a tactile physics design experiment: weighted discs fall under real gravity, collide, and can be grabbed, dragged, and flung with momentum

Design Lab · Experiment 010 · physics

Pick it up

The whole series fakes weight. This one has it. Real gravity, real collisions — grab a disc, drag it, and fling it. It'll arc, land, knock the others, and settle. Leave it alone and it keeps tumbling on its own.

grab · drag · fling
scroll
[00]The rig

a small world with four walls and a downward pull

Engine
2D verlet-ish · gravity, walls, floor, disc-disc collisions
Mass
size = mass · big discs shove little ones
Input
grab nearest disc · drag tracks velocity · release throws it
Restitution
bounce ≈ 0.62 · floor friction settles them
Idle
autopilot taps a random disc every couple seconds
Status
🟢 grounded · contrast AA · reduced-motion lets them rest
[01]Six forces

the physics vocabulary, one law at a time · scroll to reveal

01 · gravity

Down is real

Every disc accelerates downward each frame and lands on the floor. The hero above is the full sandbox — go grab one.

02 · collision

Things hit things

Equal and opposite.

03 · mass

Bigger means heavier

Radius is mass, so the large disc barely flinches when the small one strikes it.

04 · restitution

How much bounce

A coefficient between dead-stop and perfect rebound — tune it live below.

05 · palette

Toy primaries

Red, mustard, teal, blue.

06 · momentum

The only one you can break

Nine experiments responded to the pointer. This is the first you can grab — drag stores velocity, release hands it to the disc, and it flies.

[02]Bounce

drag to set restitution · low = beanbags, high = superballs · grab these too

restitution 62
Field note: no physics library — a few hundred lines of Euler integration with positional correction so discs don't sink through each other. The "weight" you feel when you fling one is just velocity sampled from your drag and handed back on release. Touch as the final voice in the set.