Real time cloth is prohibitively expensive in regards to processing time. You'll find that even massive AAA game titles avoid it, for example if you look at Star Wars: Force Unleashed, although they had many systems for AI and DMM destructibles they still chose to use a smooth skinned mesh for all cloth elements. The easiest example is to look for any video of the Sith Robe, which looked quite bad while the character jumps and runs.
For a class is physical simulation I wrote a springy mesh simulation, you can download
here. This is an XNA 3.0 sample. The controls are:
Left Trigger : Zoom Out
Right Trigger: Zoom in
A Button: Reset
Left Stick: Pull single point on mesh
Right Stick: Rotate Camera
This is an example done for a class assignment to meet specific requirements and would need to be cleaned up a bit before being used for anything. To see some differences in the buildBox function change the last two parameters to 4000, 4000. Or even higher for a stiffer spring.
The reason I post this is because cloth simulation is at heart a springy mesh, with the introduction of multiple types of springs. Then the implimentation of self collision detection to prevent interpenetration and similar issues. If you have access to it, through your school or local public library. The ACM database has many articles about cloth simulation if that's what your actually after. If your just trying to make your game look pretty it most likely isn't worth it.
-White