Whew! Reimplementing gravity into V3 was a real challenge.
I got gravity and all vectoring to calculate all objects(particles) precisely the same regardless of frame rate.
In the end, the vectoring algorithm remains super efficent and small O(n)
On to the blackholes and explosions! Explosions will be unique in this version, it will be something you define at the beginning of a program, just like any other typical emitter(billboards, cylinders, objects, explosions)