The xpDynamics tag will generate particles - 'dynamic' particles - which are created on the vertices of an object, on a polygon surface or in an object's volume.
These different modes have different uses, depending on the nature of the simulation.
The particles are ordinary particles except that they remain stuck to the object they are controlling.
Once they are generated, they can be affected by modifiers in the usual way, eg, they will fall if a gravity modifier is added to the scene.
Note: If you supply an emitter, the dynamic particles will all start with a speed of zero, not the speed given to them in the emitter interface.
This is important if you subsequently test the speed of these particles in some way; you might assume their speed is that shown in the emitter, but that is not the case.
Their speed depends on whatever is done to start them moving, such as a gravity or turbulence modifier.
Using the tag is very simple.
First, add the tag to the object to be moved by the dynamics system.
When you play the animation, particles are emitted and attached to the object but nothing else will happen, because there is nothing to move the particles; you need to move the particles to move the object.
Next, add a xpGravity modifier and when you play the animation, the particles fall downwards, taking the object with it.
Optionally, add a collider object to act as a floor and attach an xpCollider tag.