The formula
x = v₀ · cos θ · t · y = h + v₀ · sin θ · t − ½ · g · t²
What it means
Projectile motion is two independent motions happening at once: a horizontal one at constant speed, because nothing slows it down, and a vertical one under gravity. You separate them by splitting the initial velocity into its two components, and from there each is solved on its own. The only thing they share is the time, which is the same for both, and that is why the range comes from multiplying the horizontal speed by the total time of flight.
How to work it out by hand
- Split the initial velocity: horizontal is v₀·cos θ and vertical v₀·sin θ
- Solve for when the height returns to zero: v₀·sin θ·t − ½·g·t² + h = 0
- Multiply that time by the horizontal speed to get the range
- Maximum height comes when the vertical speed reaches zero, at t = v₀·sin θ / g
What is worth knowing
The famous 45° for maximum range only holds when you launch and land at the same height. From a cliff, or from the hand of someone standing up, the best angle is smaller, which is why it is worked out separately. None of this includes air resistance, which on a tennis ball or a bullet cuts the range by a long way: the frictionless model is the one you solve by hand and the one exercises ask for, not the one that describes a real throw.