Whether a climbing shoe holds or skates off a foothold comes down to a single classical-mechanics inequality: the friction coefficient between rubber and rock must be at least as large as the tangent of the effective slope angle the foot is pressed against. This simulator renders a 3D climber edging on a tilted foothold jutting from a rock wall and lets you change the variables that decide real climbing safety — rock type (granite, sandstone or limestone, each with a different intrinsic grip), surface moisture, chalk, foothold slope and how far the hips lean out from the wall. Live readouts show the required friction, the available friction, and the margin between them, while a 3D friction cone makes the angle-of-repose limit visible: step outside the cone and the foot slides.