If you play a little and increase the value of the global constant
NUM_BALLS from 50 to 500, you will start noticing degradation in the frame rate at which the simulation runs as shown in the following screenshot:
Depending on your computer, the average time for the
draw function can be higher than the frequency at which the animation timer callback is invoked. This will result in dropped frames. We need to make the draw function faster. Let's see a couple of strategies to do this.
We can use geometry caching as a way to optimize the animation of a scene full of similar objects. This is the case ...