Tug of War Physics Simulator (2D)
Top-down companion to the 3D tug-of-war simulator: the same static/kinetic-friction rope-tension model, team power, surge boosts and stamina, read directly from above instead of orbited in 3D.
This 2D companion runs the same rope-tension physics as the 3D tug-of-war simulator — each side's pull force scales with a power slider, a fatigue-dependent stamina multiplier, a rhythmic pacing wobble, a grip factor that erodes as the rope accelerates, and an optional surge boost — but drops the orbiting 3D camera for a plain top-down view built for reading the mechanics: a center line marks the starting point, two dashed win-lines mark how far the rope has to travel before a team wins, and a live strip reports tension, speed, grip and the rope's exact offset in meters. Because the net pull has to first beat the terrain's static friction before the rope moves at all, and then fights a lower kinetic friction once it's sliding, small, balanced tugs can produce a long tug-of-war standoff at zero velocity — visible here as the knot sitting still even while both force readouts are nonzero.
2D top-down tug-of-war lab with a static/kinetic-friction rope-tension model, team power, stamina, surge boosts and five terrains (grass, mud, rain, sand, uphill), matching the 3D original's physics.
2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install