2D Kinematics Simulation: Independence of Axes in Projectile Motion
Projectile Motion: Why Horizontal Speed Doesn't Change Fall Time
A bowling ball and a cannonball leave the wall top at the same instant: one dropped, one fired horizontally at v0. Mass never enters — every ball falls with the same g. Both start with vy = 0 and both feel the same g, so their heights agree at every instant — the rungs between the ghost images stay level — and they land together after tfall = √(2h/g). v0 appears nowhere in that expression: throw at 1 m/s or 100 m/s and the fall takes the same time.
Horizontal and vertical motion are independent. After launch nothing pushes the ball sideways, so vx stays at v0 and the horizontal gaps between ghosts are equal; gravity acts only downward, so vy grows by 9.8 m/s every second, exactly as for the dropped ball, and the vertical gaps grow. The throw decides only how far sideways the ball gets in that fixed time: Δx = v0·tfall. To hit the dragon, choose v0 = d / tfall — tfall is in the box above the scene, and a landing within 1.8 m of the dragon's centre counts.
Model: no air resistance, level ground. With drag the thrown ball, moving faster through the air, meets a larger resistive force whose vertical part slows its fall slightly, so it lands a little after the dropped one — the small print behind Galileo's “always”.