method to add physics objects to scene, without creating a game object?

If we want to create particles currently we have a few options

use many game objects
pro - very very flexible
con - bloats scene.objects and resource intensive

use 1 object, make particles from triangles
pros - very very performant
cons - no physics

we need a third option,
add object as particle ( object is not a KX_GameObject) with physics*
with death timer and potentially a collision death switch,
colliding with particle, returns emitter.

(later a method for interacting with particles using emitter as a hook would be good for things like wind, or explosions etc)
(emitter.particles?)

and a forth option
add object only to physics(no gfx mesh) bind to compound child
these objects are for dissolving triangle mesh into many convex hulls,
colliding with a hull returns the parent object that added it,
(this is for terrain )

use 1 object, make particles from triangles
pros - very very performant
cons - no physics

Uh, you mean:
pros - None
cons - no physics, not very performant

Changing vertex locations at runtime is rather expensive unless it’s via vertex shader, and I do not want to try coding particle effects in a vertex shader.

Other methods:

  • Use bgl to draw to the screen buffer
  • Use texture tricks to create complex effects in a single plane. (See this article for how fire is done in the latest tomb raider).
  • Develop BGE to include a particle simulator of some sort

Particles are often less useful than you think. I don’t think I’ve used them at all in the past year or so.

yeah, I forgot about the extra cost of displacing vertex changes*

I was thinking about the draw calls,