Lab 01 · Surface physics
Puck & Ice Friction Physics
Kinetic friction coefficients, stick-to-puck energy transfer and the drag equations that shape every release.
- Friction μk
- 0.004–0.011
- KE at 45 m/s
- 172 J
Physics-based slapshot simulator
Questswatchpatch is an ice hockey shooting lab built on real puck physics. Choose a coordinate inside a regulation 1.83 m × 1.22 m net, build slapshot power, steer the release and watch velocity, launch angle, ice friction and goaltender reaction decide the outcome.
Live render: puck glide with frozen particle trail
Live rink simulator
Every shot is integrated at 500 physics steps per second: aerodynamic drag, kinetic ice friction, gravity, board restitution and a goaltender that perceives, predicts and reacts in real time.
Click inside the net to choose a target, then press and hold to load your slapshot.
Goals / shots per net zone, viewed from the shooter.
Physics & analytics library
Each data panel opens a deep-dive into one layer of the simulation engine, with the formulas, coefficients and tactical reads that drive it.
Lab 01 · Surface physics
Kinetic friction coefficients, stick-to-puck energy transfer and the drag equations that shape every release.
Lab 02 · Goaltending
Angle geometry, butterfly slide timing and the prediction model that decides where the pads and glove go.
Lab 03 · Shot selection
High and low corner launch angles, five-hole windows and the scatter budget that separates goals from posts.
Lab 04 · Collisions
Board cushioning, coefficients of restitution and the mirror-geometry solution used to aim a bank shot.
Lab 05 · Performance
Benchmarks, accuracy heat maps and a structured method for turning shot data into measurable skill gains.
Under the ice
No canned animations and no dice rolls for the result. Outcomes emerge from the same equations a physicist would write on a whiteboard.
01
Charge time maps to a release speed between 17 and 45 m/s. The engine solves the vertical velocity needed to reach your target height, then adds scatter that grows with the square of power.
vy = (h − y0 + ½·g·t²) / t
02
Airborne pucks decelerate through quadratic drag; grounded pucks lose speed to kinetic ice friction. Boards reflect the puck with a restitution of 0.62 and 90% tangential retention.
a = −k·v² − μk·g
03
After a tier-based reaction delay, the goalie extrapolates the puck to its crease plane, slides laterally, drops into butterfly for low reads and drives the nearest hand toward the predicted point.
x̂ = x + vx·(zg − z)/vz