I've recently completed the core implementation of the Particle Engine and want to share with you.
The complete description will appear here some day:
Scene is created in blender and exported to KRI.
Upon loading, the demo attaches the plane-reflector behavior to the particle system (direct physics export not yet supported) and starts the animation.
Particles are randomly emitted from the monkey face surface in the direction of normals (that is translated automatically from Blender). They are affected by gravity (default) & plane reflector.
Everything is updated on GPU via Transform Feedback and drawn as point sprites. The update functionality can handle 1M particles at 30fps, while the drawing is a bottleneck.
I'm going to extend the particle system to be used in FUR rendering soon.