Working with the theories of Miles Mathis, this application contains a quantum particle model that uses the charge field and gravity to apply forces to particles.
The following shortcut keys can be used to perform the specified actions.
|space||Toggle the model between running and stopped.|
|down arrow||Stop the model if it is running.|
|up arrow||Start the model running if it is stopped.|
|right arrow||Step to the next frame and stop.|
|enter||Mark the current state of the model.|
|left arrow||Reset the model to the marked state.|
|1 - 9||Set the speed that the model runs at (larger is slower).|
|, (<)||Slow down the model by 1 step.|
|. (>)||Speed up the model by 1 step.|
There are an infinite number of ways to use a particle model, so we have created a few scenarios to show you some interesting ones or to test specific situations. The Scenarios menu allows you to select one from the list of available scenarios that have been created.
A boundary is used to create an edge to the universe. What happens to a particle that reaches the edge is determined by the type of boundary selected. It might be removed from existence. It might be bounced back inside. It might even be replaced by another particle.
Use this option to disable the universes boundary. Particles will just keep travelling forever.
A hard boundary will cause particles to bounce off of its surface.
The elastic boundary will stretch, allowing particles to venture deeper into the outside. How far depends on their own velocity as the boundary applies a force back to the center of the universe. The deeper into the outside it goes, the larger the force pushing it back in.
Using the sticky boundary will cause particles to lose their linear velocity when they reach the boundary. Appearing to stick to it, but they are not actually stuck there, they will react to other forces immediately.
The Portal operates like the old arcade 'wraparound' space; particles exiting the boundary in one direction will return in the same direction from the the opposite side of the universe.
Much like the portal boundary, only particles will be given a random point on the edge of the universe and a random velocity. This can be used to represent losing and gaining particles from random sources.
Any particle that touches the boundary will be removed from the model.
You can control the amount of precision by selecting one of the options in the Precision menu. There are four options: Low, Medium, High and Overdrive. Each option uses more charge points than the last.
A charge point is a location on the surface of a particle that can receive charge from another particle. The more of them that there are, the more surface area that is represented, which means a greater precision.
However, each charge point represents a calculation of charge from all charged particles near-by. Therefore, it has a performance cost and if you use too many, your system may not be able to keep up.
The Charge Emission menu provides a way to randomize the charge field. It is applied to the measurement of charge from a charged particle and allows a certain percentage of the strength of that charge to be randomized.
Only the top portion of the charge strength is randomized. If you select 20% randomness, then you are allowing the charge strength to vary between 80% and 100%.
You can turn various features on and off using the Graphics menu.
The boundary of the universe can be shown or hidden using this option.
Each particle can show a mesh on top of its normal appearance. This can be useful to see the motion of a particle.
Show or hide the X, Y and Z axes of each particle.
The charge points of a particle are represented by little bumps on the surface of the particle. Useful for seeing the current precision.
For charged particles, a visualization of their charge profile can be generated and shown by a transparent sphere with a larger radius than the particle itself. The colors of the sphere are set according to measurements of the charge field. The more red a particular point is, the stronger the charge from that point. If a point is blue, then it represents an attraction.
Each charged particle can have a visual representation of its charge field that shows many little charge photons shooting out of it. This is just an effect and does not play any part in the calculations of the model.
You can look at what the spatial index is calculating by enabling this option. A line is generated pointing to each particle that is the closest in that direction. If it is pointing at a charged particle, then the line will be red.