It's the area described by the borders rather than the size of the view that presents the problem. To give you a little insight into what's going on - In order to avoid having to explicitly calculate the gravitational interactions between each and every star I divide the space up into a hierarchy of cells and dynamically allot stars to cells. Too many cells and the app slows to a crawl, too few or the same number stretched over a larger area and the calculation resolution drops to the point where the galaxy degenerates into a boiling mass in a few seconds rather than a few minutes. On the PC version I used an adaptive hierarchy which put cells where they are needed but on the iPhone/iPod I avoided the programming/processing overhead and just put a fixed hierarchy in place.
As a result of this discussion I did try stretching the borders a bit with and without adding more cells but it looks like I found the sweet spot first time round. The results weren't really what I would want to trouble people with an update for. Its been helpful for me though. I've found at least that I can increase the number of cells quite a bit for apps like Gloop (which doesn't involve long range interaction) without affecting performance greatly. Not useful for Gloop but good to know for when I do some 3D apps where I can't mask the simplicity of the system with the confines of the screen,
It is a little annoying having stars bounce back and interfere with the natural evolution of the galaxy but there aren't so many to go around that I can just let them run off either
