I found a novel solution now: particle are based on threthings; time, angle and speed. All I need is starting coords + (Time * Speed) and see if that is in the player area twice. One for the upper limit the other for lower. Then just use an if to check each particle in that range. Easy as 1, 2, 3 and so far seems fast enough (checking 1,000 particles every frame @ 55fps eats around 150-200mhz ) although speed tweaks are on the way to use those other cores more efficiently...
Also looking into using the power of OpenGl HW and textures with some colour values and framebufferobjects to do some HW acc detection: at the power usage of 50,000 pixels/sec is not much right? Although since its POC code I doubt it will be part of the final entry TBH
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