Game Jump Height Calculator
Enter gravity and target jump height to instantly get initial velocity, hang time, and full jump arc for your 2D platformer character.
Jump Parameters
e.g. 9.8 m/s² real-world, 20–50 for snappy platformers
Height from ground to the top of the jump arc
Higher value = faster fall, more responsive landing feel
Results appear here after you calculate.
Initial Velocity
—
units/s (v₀)
Total Hang Time
—
seconds
Time to Apex
—
seconds
Fall Time
—
seconds
Equations Applied
Jump Arc Preview
Vertical position over time (not to game-world scale)
Code Snippet
Summary
Enter gravity and target jump height to instantly get initial velocity, hang time, and full jump arc for your 2D platformer character.
How it works
- Enter your game gravity (units per second squared) and the desired jump apex height.
- Optionally set the time to apex instead of gravity to work backwards from a feel.
- The calculator applies kinematic equations: v₀ = sqrt(2 × g × h) and t_apex = v₀ / g.
- Total hang time is 2 × t_apex (symmetric arc under constant gravity).
- Results update instantly so you can tweak values until the jump feels right.
Use cases
- Tune how high a platformer hero jumps for a given gravity setting.
- Match jump feel to a reference game by reverse-engineering its velocity.
- Calculate hang time so you can set animation frame budgets.
- Compare how gravity changes affect jump arc without writing code.
- Prototype physics constants before wiring them into your game engine.
- Check whether a jump clears a specific platform gap at a given height.
Frequently Asked Questions
Last updated: 2026-07-01 ·
Reviewed by Nham Vu