Comments (1)
If a simulation runs in real-time mainly depends on the complexity of your scene and the power of your computer. I doubt that you will be able to run simulations with more than a few thousand particles if your PC also has to do other stuff like updating game logic and rendering.
Regarding the implementation: I do not know the internals of Blender's Game Engine, but if I remember correctly it does not support particle systems. So implementing a particle system should be your fist concern. Porting the actual simulation should be pretty straightforward.
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