Bouncing Balls III
An update to Bouncing Balls II, except using a quadtree as the data structure. In informal experiments on my computer, this results in a performance increase of greater than 2x.
- When circles collide, they simply swap angles and speeds. This gets the job done, but it does not let circles glance off of each other. I need a more realistic method of transferring energy when they collide.
- Canvas is fast, but WebGL is faster.