Now I will show you how I made those ice cubes fall into the glass. The idea is very simple: you make the table have a 0 mass, so it stands still and you add the ice cubes and the glass, along with the table in a simulation and then update the scene.
I placed the numbers vertically above the glass. The big problem is that you want to get a desired bouncing effect of the ice cubes and you have to find the right values for friction, mass and elasticity. The simulation can easily get unstable and things could ‘explode’. One sure solution for this is to choose a lot of substeps when simulating.
The values I used were: 0.3 mass,0.3 friction, 0.7 elasticity for the ice cubes, 1 mass, 0.3 friction, 0.3 elasticity for the glass and 0 mass, 0.5 friction and 0 elasticity for the table.
There is a value at the utilities->reactor rollout, called collision tolerance. This is how much space is used between the colliding objects. I used the default value. If you make this smaller, you get a better chance of making your simulation unstable.
Also, when making the simulation, consider using simplified objects, for better performance. I used my objects with mesh smooth turned off.