Erm, I wrote it in basic4gl (sort of where basic meets c++), Oh and you can use OpenGL commands. I've just given it out here so I guess its free now. Because its basic4GL not c++ its slow and requires a fast PC or a lot of patients Because its OpenGL it requires a graphics card. It works like this. x = sin(((x * v(0)) + v(1)) + ((y * v(2)) + v(3)) + ((z * v(4)) + v(5))) y = sin(((x * v(6)) + v(7)) + ((y * v(8)) + v(9)) + ((z * v(10)) + v(11))) z = sin(((x * v(12)) + v(13)) + ((y * v(14)) + v(15)) + ((z * v(16)) + v(17))) v(0 to 17) are random numbers between -4 and 4 x is x (left, right) coordinate, Its a floating (not integer) number y is y (up, down) coordinate, Its a floating (not integer) number z is z (distance into screen) coordinate, Its a floating (not integer) number * means times by sin as in trigonometry. So I repeat the process Meany times, each time increasing the brightness of the pixel it lands on. I was hoping to have it included in chaoscope But if not, just having a chaoscope developer say, "thats nice" would be good.