I spent about a year working on something originally based on the Delta-V 
codebase (it looks very different now), so I have a lot of insight as to 
how it works. ;)
One useful thing I made was the ability to transform all the particles 
belonging to an emitter by an arbitrary matrix, as well as translating them 
all by a vector.
Even with my Cython version of Euclid, the cache miss rate of the particle 
emitter was obviously pretty horrible, so I rewrote it all in C using a 
flat array of floats (one for position, one for velocity).
This brought the particle limit at 30fps on my i5 machine from somewhere 
just over ten thousand particles, to 1.5 million.

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