@3run The bobbles are supposed to be rain drops

. And yes, that amount of detail most likely will not be seen unless you look for it. And since I do enjoy looking closely at models while playing videogames, I always appreciate seeing details that the artists and programmers put in there. These spring objects are also deleted and recreated based on camera distance, so only those closest to the camera (and not clipped) will activate and animate.
@ratchet
ty!
The grass will only be visible, animate, wind push, and character-push when the grass clump is close to the camera and is not clipped. The only thing about the grass that slows the game down is if the camera sees much transparent overdraw.
@MrGuest
LOL
@chris_oat
the grass uses a very simple shader that lets the polygons be two sided. It also consists of two bones, one is ent_bonemove'd away from whatever character is pushing it. This is a downside, since many activated grass will be animating and bone moving, but it shouldnt be a problem with some decent placement. A medium density group of these clumps along with a ground texture of grass or grass and dirt can help give the illusion of a full bed of grass...
Simple hair physics such as bangs are easy with this system, since it works best with a single spring particle. I have gotten a spring chain to work, and even though its not 100% realistic, it looks nice. Cloth physics should be the same deal as the chain physics, but instead of pulling on two other particles, a particle would pull on multiple particles around it. I havent tried this yet, but it should be easy to pull off.
The particle collision part is the toughest. Currently there is a very rudimentary/brute force collision effect that works, but does not work when the particle is moving at high speed toward the collider. Right now, a spring particle can have only 1 collider each. Ideally this collider for example would be placed on the thighs or buttocks of a character wearing a skirt. But once the character starts running or animating, the legs may move through the skirt, since there is no true collision detection other than radial collision detection without velocity or smeared bounding boxes. Currently, the only thing I do is check to see if the particle and collider hit each others radius, and reverse that motion using a penetration factor.