Particle systems are an ideal candidate for multi-threading in games. Most games have particle systems and their general nature of independent entities lends well to parallelism.
If you remember from my first post I presented a program.
If you recall where we left off on my post yesterday we compiled a test program with gcc an
(here's part 1 in case you missed it)
Writing the sample code for this post I was amazed myself to see how simple it was to reach over 20 times performance improvement with so little effort.
The answer is "almost". There are two types of bugs: Reliability and Usability.