80k particles isn't an awful lot, unfortunately. I can hit well into the millions on desktop GPU's, so I would assume 2-300k would be well achieveable
EDIT: Seems that http://threejs.org/examples/#webgl_buffergeometry_particles has 500k.
EDIT: Seems that http://threejs.org/examples/#webgl_buffergeometry_particles has 500k.
http://www.indiegamejam.com/igj0/
Those guys all interacted with each other and the environment (though the engine was designed to do the interactions in slices, where 1/N of the guys would be checked each frame, but N was not high, like 4 or 5 maybe?)
Keep in mind this was all on computers from the year 2002, which were pretty damn slow compared to computers today. Today you could do a lot of guys.
I'm assuming they all still moved, and the checking was just for change-of-independent-behaviour-pattern?