Creating fractals images with particles, but getting weird image

I’m trying to create fractal images with the following equation :

![alt text][1]
And it should look something like this (but in 3D) :

![alt text][2]

But I’m getting a very strange output. See the green particles are the 40 particles that are emitted. Even trying with 4000 or 400000 particles, it still forms a very similar shape:
[47235-screen-shot-2015-05-28-at-63703-pm.png*_|47235]

This is my code:

``````#pragma strict

function Start () {
var myParticleSystem : ParticleSystem;
var myParticles: ParticleSystem.Particle[];

myParticleSystem = GetComponent( ParticleSystem );
myParticleSystem.Emit(40);
var num_particles = myParticleSystem.particleCount;
myParticles = new ParticleSystem.Particle[num_particles+1];

var a = -55;
var b = -1  ;
var c = -42;

var x : float;
var y : float;
var z : float;

var particlePosition : Vector3;

for (var i = 0; i < num_particles; i++){ // Generalization of Barry Martin's original
particlePosition = myParticles*.position;*
``````

_ x = Random.value * -1 ;_
_ y = Random.value * 10;_

• `````` // HERE I FOLLOW THE EQUATION EXACTLY HOW IT'S GIVEN*
``````

//
_ var x1 = y- x / Mathf.Abs(x) * Mathf.Sqrt(Mathf.Abs(b * x + c));_

• `````` var y1 = a - x;*
``````
• `````` var newposition = new Vector3(x1,y1,Random.value);*
``````
• `````` myParticleSystem.GetParticles(myParticles); 		*
``````

_ myParticles*.position = newposition;_
myParticleSystem.SetParticles(myParticles, num_particles);
_
}*_

}

Gave it a test and with some tweaks it looks quite nice:

``````#pragma strict

var particleCount : int;
var a : int = 1;
var b : int = 1;
var c : int = 0;

function Start ()
{
var myParticleSystem : ParticleSystem;
var myParticles: ParticleSystem.Particle[];

myParticleSystem = GetComponent(ParticleSystem);
myParticleSystem.Emit(particleCount);
myParticles = new ParticleSystem.Particle[particleCount + 1];

var x : float;
var y : float;
var prevPos : Vector3;

for (var i = 0; i < particleCount; i++)
{
// Get previous particle position
prevPos = (i < 1) ? Vector3.one : myParticles[i - 1].position;

x = prevPos.x;
y = prevPos.y;

var x1 = y - x / Mathf.Abs(x) * Mathf.Sqrt(Mathf.Abs(b * x + c));
var y1 = a - x;

var newPosition = new Vector3(x1, y1, 0);

myParticleSystem.GetParticles(myParticles);
myParticles*.position = newPosition;*
``````
• `````` myParticleSystem.SetParticles(myParticles, particleCount);*
``````
• }*
}
Yay fractals!