Frog Pond Activity (2D)
A side-view 2D lab, not a reskin of the 3D scene's decorative habitat: a frog's vertical motion through a real Archimedes buoyancy force, quadratic drag and gravity, jumping out of the water and settling back to its equilibrium depth while a live panel tracks kinetic, potential and total mechanical energy.
This 2D companion replaces the 3D original's decorative orbiting habitat with a real physics model that matches the sim's own title and tags: a frog, modeled as a small sphere, is driven by three forces computed every sub-step — its weight, an Archimedes buoyant force equal to the weight of water displaced by whatever fraction of it is currently submerged, and a quadratic drag force opposing its velocity that scales with the density of the fluid it's in. Jump out of the pond and gravity and air drag arc the frog back down; sink below the surface and buoyancy pulls it back up while water drag damps the bounce, so it settles at the depth where buoyancy exactly balances weight. A live panel tracks height, speed, each force, and kinetic, potential and total mechanical energy as they trade off.
2D side-view frog-in-a-pond lab with real Archimedes buoyancy, quadratic drag and gravity, plus a live kinetic/potential/mechanical energy readout. Built from the sim's own physics tags rather than the 3D original's decorative wildlife-scene generator, which had no underlying buoyancy or drag model despite the title.
2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install
Three forces: weight (mass times gravity, always downward), buoyancy (Archimedes' principle — the weight of water the frog's submerged volume displaces, always upward), and quadratic drag opposing whichever direction the frog is moving, scaled by the density of whatever it's currently in (air or water).
As the frog sinks deeper its submerged volume — and therefore its buoyant force — grows until it balances its weight. Drag removes the oscillation energy on the way there, so the frog settles near that equilibrium depth after a jump.
Denser water produces more buoyant force for the same submerged volume (F = ρ × V × g), so less of the frog needs to be underwater to support its weight — the same principle that makes objects float higher in salt water than fresh water.