Linear Motion Calculator
Uniform (MRU) and uniformly accelerated (MRUV) motion, animated on a real track. Get final position, final velocity, and distance traveled — or add a second car to solve a classic meeting-point problem.
Calculator verified • Last updated: August 2026
Car A
Car B
—
Animated Track
Motion Over Time
The slope of this line at any point is the velocity at that moment — a steeper slope means faster motion, a flat stretch means the object is momentarily at rest.
MRU vs. MRUV — What's the Difference?
MRU (uniform rectilinear motion) describes an object moving at constant velocity — no speeding up, no slowing down. Its position-vs-time graph is a straight line, and its velocity-vs-time graph is a flat horizontal line. MRUV (uniformly accelerated rectilinear motion) adds a constant acceleration: velocity changes linearly with time, and position traces out a parabola instead of a straight line.
Real-world motion is rarely purely one or the other over a long period, but plenty of short intervals approximate each well: a car cruising on a flat highway at a fixed speed behaves like MRU, while the same car accelerating from a stoplight behaves like MRUV until it settles into a new cruising speed. Recognizing which model fits a given interval is the first step in solving almost any kinematics problem.
The Core Equations
x(t): position at time t, in meters (m).
x0: initial position, in meters (m).
v0: initial velocity, in meters per second (m/s).
v(t): velocity at time t, in meters per second (m/s).
a: acceleration, in meters per second squared (m/s²); constant for MRUV, zero for MRU.
t: elapsed time, in seconds (s).
With , the position equation reduces to plain MRU. If acceleration opposes the direction of motion, the object decelerates — set $a < 0$ for an object moving in the positive direction to see it slow down and find its stopping time at $t = -v_0/a$.
The Third Kinematic Equation — No Time Required
When you don't know (or don't need) the time, this equation connects velocity, acceleration, and displacement directly:
v: final velocity, in meters per second (m/s).
v0: initial velocity, in meters per second (m/s).
a: acceleration, in meters per second squared (m/s²).
x − x0: displacement, the change in position, in meters (m).
It's derived by eliminating from the two core equations above, and it's especially useful for questions like "how fast is it going after traveling this distance?" without solving for time as an intermediate step.
Solving Meeting-Point Problems
The classic "two cars start at different points and speeds — when do they meet?" problem is just setting both position equations equal and solving for t. If both move at constant velocity, it's a simple linear equation. If either one accelerates, it becomes a quadratic with up to two mathematically valid times — only the earliest one within your simulated window is usually the physically meaningful answer.
Worked Example: Two Cars Closing In
Car A starts at position 0 moving at a constant 20 m/s. Car B starts 500 m ahead, moving toward Car A at a constant 10 m/s (so its velocity is −10 m/s in Car A's direction). Setting the two position equations equal: , so , giving s. Plugging that back into either equation gives a meeting point of m from Car A's start — a good way to sanity-check the calculator's own meeting-point solver with round numbers.
Reading Position, Velocity, and Acceleration Graphs Together
The three graphs this calculator draws are mathematically linked: velocity is the slope of the position graph at each instant, and acceleration is the slope of the velocity graph. A straight-line position graph means zero slope-of-slope, i.e., zero acceleration (MRU). A curving, parabolic position graph means the velocity graph is a sloped straight line — constant acceleration (MRUV). Learning to read the shape of one graph and predict the shape of the other two is one of the most useful intuitions in introductory kinematics.
A Brief History of Kinematics
The formal study of motion without regard to its causes — what's now called kinematics — traces its decisive breakthrough to Galileo Galilei's work in the early 1600s, where he established through careful experimentation that objects under constant acceleration cover distance in proportion to the square of elapsed time, the same relationship encoded in the kinematic equations used here. Galileo's approach was revolutionary because it separated the description of motion (kinematics) from its cause (what we now call dynamics), letting him make precise, testable mathematical predictions about falling and rolling bodies well before Newton later explained gravity's role in causing that motion. Newton's three laws of motion, published in 1687, provided the causal framework that connected force and acceleration, but the purely descriptive kinematic equations — position, velocity, and acceleration as functions of time — remain foundational to physics education essentially unchanged from their early form.
Common Kinematics Mistakes
Mixing up average velocity and instantaneous velocity is one of the most frequent errors — the equations here calculate instantaneous quantities at a specific time, not an average over an interval, and the two only coincide under constant acceleration. Sign errors are another persistent issue: velocity and acceleration are vector quantities, and forgetting that "negative" values represent direction (not simply "slowing down") leads to mistakes when an object is decelerating versus moving backward. Forgetting to check which of the four kinematic variables (time, initial velocity, acceleration, displacement) is unknown before picking a formula can also send you looking for a value the wrong equation doesn't provide.
Kinematics Terms You Should Know
Displacement — the straight-line change in position from start to end, distinct from total distance traveled, which can be larger if the path isn't straight.
Velocity — the rate of change of displacement over time, a vector quantity that includes direction, unlike speed.
Acceleration — the rate of change of velocity over time; constant acceleration is the defining condition of MRUV (uniformly accelerated motion).
MRU vs. MRUV — MRU (uniform rectilinear motion) describes constant-velocity, zero-acceleration motion; MRUV (uniformly accelerated rectilinear motion) describes motion under constant, nonzero acceleration.
Frequently Asked Questions
What is the difference between MRU and MRUV?
MRU is constant-velocity motion (straight-line position graph). MRUV adds constant acceleration (parabolic position graph, straight-line velocity graph).
How do you find when two objects meet?
Set both position equations equal and solve for t — linear if both move at constant velocity, quadratic if either accelerates.
What does negative acceleration mean?
It means the acceleration vector points in the negative direction — slowing the object down if it's moving forward, or speeding it up backward if it's already moving in reverse.
When should I use the no-time equation instead of the position equation?
Use whenever the question asks for velocity or distance directly and time isn't given or needed — it saves a step compared to solving for time first and substituting it back in.