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particleequation plots a parametric curve from math formulas. It evaluates x, y and z as the parameter t sweeps from tmin to tmax over points steps, spawning a particle at each point relative to the target.
Aliases: particleeq, pe

Formula syntax

  • Operators: + - * / % ^, unary -, parentheses.
  • Variables: t (the sweep) and time (the world clock in ticks, for animation).
  • Constants: pi, tau (2π), e.
  • Functions: sin cos tan asin acos atan sinh cosh tanh sqrt cbrt abs exp ln log log2 floor ceil round sign.
  • No scientific notation: write 1000, not 1e3. A bad formula is logged and the line is skipped.

Animation

The time variable makes shapes move when the equation is redrawn. Run it inside a repeat with a short interval:

A rotating 3D cube

Three equations, one per set of parallel edges. t sweeps 0→4; floor(t) picks which of the four parallel edges (its two bits give the fixed ±1 corners), t-floor(t) slides along the edge, and the cos/sin(time*0.05) pair rotates everything around Y:
Size: multiply each formula by a factor. Spin speed: change time*0.05. Density: raise points.

Crisp shapes

Vanilla particles live around 0.5–2 seconds, so a fast-spinning shape smears: old particles from previous angles stay visible. For clean shapes, slow the rotation (time*0.02) and prefer stationary particles (dust, electric_spark, crit) over drifting ones (end_rod floats upward).