I'm curious how performance plays into simulating large groups of particles? For the raytracer project, performance became an issue until we implemented certain speedups and optimizations. It seems to me that applying complex physical rules for millions of particles would be computationally expensive, so I'm wondering if that is the case, and if we will discuss performance speedups.
@nikhilJain17 Performance is one of the main challenges with simulating physical systems. As you correctly note, simulating lots of particles accurately is computationally expensive. There isn't one solution to this problem. Generally the idea is to use approximations to speed up the computation by either simplifying the calculations, or reusing computation (ie from neighboring particles). We won't go into particle optimization in this class.