This simulation recreates the core mechanic behind room-scale VR entertainment titles: swinging a hand controller and releasing it to throw an object with realistic momentum. A short history of your dragged "controller" position is sampled every frame; on release, the throw velocity is computed by finite-differencing that history — either raw (last sample only) or smoothed (averaged across recent samples), the same trade-off real VR SDKs make between responsiveness and stability. The released ball then follows constant-gravity projectile motion toward a target ring whose distance, along with the scene's gravity and an overall throw-power multiplier, can all be tuned live, with launch speed, time of flight and running score displayed as you play.