Particle Playground and its extension components runs in an asynchronous environment to make the most out of the hardware it runs on. By default, all particle calculation gets bundled into separate threads distributed over the available CPU. This can be configured seamlessly (in the middle of run-time) to behave at specific project- or run-time needs, i.e. how calculations should distribute and how many CPUs should be utilized.
Inside the calculation loop the Playground Manager is iterating through particle data stored within built-in arrays, which naturally gives a great boost to the time spent on each particle.