Well, to be honest, I didn't have a point at all when starting the thread. Just an interesting tech preview 🙂 But it evolved quite naturally to the discussion of workflows and simulation solutions, so, why not continue? 🙂 It's always interesting to read different approaches and perspectives.
Dave, for you the interoperability of simulation systems is a high priority, and also continous control without caching or baking steps. Totally valid point, I mean, you know best what kind of work you want to do and how you want to achieve it 🙂
For me, I welcome every development that allows for a more playful exploration of possibilities. Coming from traditional arts, I value immediate feedback and friendly UIs that hide the deep tech from me. It's still seldom, but realtime stuff sometimes even bestows upon me the "happy accident".
So, it's nice that there are different solutions with different approaches available for different kind of artists. I didn't mean to bash X-Particles, it's still a great tool and I use it quite often for Particle work. What I honestly don't know at all: Can a plugin escape the performance frame set by the DCC? So, could GPU support really make a difference for X-Particles, if it needs to constantly talk to "old" parts of Cinema 4D? I surely do hope so! On the other hand, a fresh start with a very modern standalone app seems to grant a massive head start in terms of raw performance. (With the obvious disadvantages like caching, etc.)
In the end, everyone needs to evaluate for himself and make his own decisions... and I enjoy talking about that kind of stuff a lot 🙂