Not quite like that. My theory in 2004 was to do with Space-Time being a grain like sand. I need to re-create the grain structure of space-time. So if you imagine a Galaxy surrounded by an imaginary sphere.. which may, or may not be there. The sphere is full of imaginary sand (space-time), which may, or may not be there. So the Dim(x,y,z) is the coordinates of all of the grain structure, and the grain creates pressure towards the centre to create a Black Hole, so the grain scales down towards the centre.
So without really using any formulas, and just nested loops, I need something like...
Dim Space_Time(x,y,z)
scale = 1000
For x = 1 to 1000
For y = 1 to 1000
for z = 1 to 1000
dec scale
Space_Time(x,y,z) = Scale
Next z
Next y
next x
Then I will read the dim back, and use it to place sphere at those points.
For x = 1 to 1000
For y = 1 to 1000
for z = 1 to 1000
inc n
Create object sphere n , Space_Time(x,y,z)
Position object n,x,y,z
Next z
Next y
next x
After placing the sphere at those points, I intend to create an interaction between those sphere which improves the Grain stacking, and some other particle interactions. But my motto is "The Universe doesn't know maths", so I need to take a look at the nested loops, and then try to figure out what the Universe is doing that creates those nested loops. I think it has something to do with time, but without seeing how the nests work I can't picture it.
But of course those nested loops are completely wrong. The nested loops need to be spherical, and usually they can easily be made cubed. And the pseudo code above has no chance of working properly.
Here's a bodged way of doing it, and it works, but I don't like the code structure of it (sorry that I hardly ever indent my code)...
X# = ParticleCubed / 2
Y# = abs(ParticleCubed / 2)
Z# = 0.0
XHalf = 1
YHalf = 1
ZHalf = 1
repeat
X# = X# + 1.0
If X# > (abs(ParticleCubed / 2))-1
If XHalf = 1
X# = (ParticleCubed /2) + 0.5 : Y#=Y# - 1.0 : z#=z# - 0.5
XHalf = 0
Else
X# = (ParticleCubed /2) : Y#=Y# - 1.5 : z# = z# + 0.5
XHalf = 1
Endif
Endif
If Y# < (ParticleCubed / 2) - 1
If YHalf = 1
Z# = Z# + 0.5
Y# = abs(ParticleCubed / 2) + 0.5
YHalf = 0
Else
Z# = Z# + 0.5
Y# = abs(ParticleCubed / 2)
YHalf = 1
Endif
Endif
Position Object Particle,x#,y#,z#
Distance# = Vecdistance(Particle,1)
If detail = low
If Distance# > 10.0 and Distance# < Limit#
Inc Particle
make object sphere Particle,0.6,6,4
color object Particle,rgb(0,100,0)
set object Particle,1,1,1,1,1,0,0
ghost object on Particle
`fade object Particle,25
endif
else
If Distance# > 10.0 and Distance# < Limit#
Inc Particle
make object sphere Particle,0.6
color object Particle,rgb(0,100,0)
set object Particle,1,1,1,1,1,0,0
ghost object on Particle
`fade object Particle,50
endif
endif
Until x# > Limit# and z# > (limit# *2) + 5
