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DOI: 10.5281/zenodo.19124509
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vijayshankarsharma.com BFUT Universe Simulator Download Code

BIG FLARE-UP THEORY

Universe Simulation - Vijay Shankar Sharma

How to Use
1. Press PAUSE to stop, RESET to restart.
2. Use Time Speed to compress time. Speed 1x shows real-time particle motion. Speed 4x-8x reaches the Big Flare-Up faster — the physics stays identical, only the pace changes.
3. Watch the status bar and event log for key events.
What to Expect
Phase 1 — Near-black field. Gravity sorts matter silently. CMB holds at 2.725 K. Status: PRE-BFU SORTING. This is correct — wait.
Phase 2 — Flash. Cascade. Status: *** BIG FLARE-UP ***
Phase 3 — CMB rises to 2.8-2.9 K and oscillates. Status: POST-BFU EQUILIBRIUM
How Long to Wait
At Speed 1x: BFU fires around cycle 3,000 — roughly 50 real seconds of watching.
At Speed 4x: reaches BFU in ~12 seconds.
At Speed 8x: reaches BFU in ~6 seconds.
Every run is unique. Gravity — not a script — decides when it fires.
N-BODY GRAVITATIONAL FIELD RUNNING
Cycle
0
CMB Temp
2.72 K
Structures
0
Flare-Ups
0
Max Mass
1.0
Flux In/Out
0 / 0
CMB Temperature Variance 2.72 K
Time Speed 1x
Event Log - BFUT Field Monitor
PARTICLE STAGES
Sparticle - diffuse hydrogen, drifting
Gas cloud - sparticles gathering gravitationally
Protostar - dense cloud near ignition threshold
Star - active nuclear fusion (Flare-Up)
Stellar remnant - post-fusion cooling
Collapse flash - gravitational vortex forming, void opens
Gravity gradient field
SIMULATION ASSUMPTIONS AND SCALING
This simulation is a 2D pixel-scale proof-of-concept of BFUT mechanics. Every constant below is a deliberate simplification of a real physical quantity. The assumptions are documented here so the simulation can be evaluated honestly.
A1
GRAVITATIONAL COUPLING (G = 0.12)
SCALED CONSTANT
The real gravitational constant is 6.674 x 10^-11 N m^2 kg^-2, which would produce no visible motion at pixel scale. G = 0.12 is a dimensionless clustering coefficient calibrated so that gravitational sorting - not random drift - is the dominant mechanism organising the field. It is fixed, not a user variable, because the physics of attraction is not a preference.
A2
FUSION IGNITION THRESHOLD (density = 4.2)
SCALED CONSTANT
Real nuclear ignition requires ~10^7 K and ~10^5 kg/m^3. Here density is a dimensionless local crowding score. Threshold 4.2 means a particle needs roughly 4-5 close neighbours with significant combined mass before ignition fires - analogous to a molecular cloud reaching Jeans instability. Fixed because the ignition condition is a property of matter, not observer choice.
A3
5% MATTER DENSITY (BFUT Premise 3)
THEORY-GROUNDED
Observations show ordinary matter is ~5% of the universe's energy-matter content. In BFUT this is not a coincidence but the equilibrium state of a universe where matter arises continuously from quantum fluctuations but is continuously consumed by fusion, collapse, and gravitational vortex formation. The particle count is fixed at 80 - the value calibrated so matter occupies approximately 5% of the observable volume at steady state. This is not adjustable because changing it would break the equilibrium that the 5% rule represents. New sparticles enter from the field boundary at a slow quantum fluctuation rate (0.8% chance per frame), replacing matter lost to mergers and collapses.
A4
CMB EQUILIBRIUM (2.725 K)
THEORY-GROUNDED
BFUT proposes 2.725 K is the dynamic thermal equilibrium of an infinite universe in continuous fusion activity - not a relic from a single epoch. The simulation implements this: each Flare-Up adds heat proportional to headroom below a 3.5 K soft ceiling; the field then cools exponentially back toward 2.725 K with a half-life of ~3 real seconds. The ceiling prevents cumulative drift. The equilibrium is emergent, not imposed.
A5
GRAVITATIONAL SORTING AT ALL SCALES
THEORY-GROUNDED
In BFUT, sorting is not a galaxy-only phenomenon. It operates at every scale: sparticles sort into gas clouds, gas clouds into protostars and star systems, star systems into galaxies, galaxies relative to each other. The simulation represents this with a single N-body engine - the same gravity law producing the same sorting dynamics regardless of which stage a particle is at. The particle stages (sparticle, gas cloud, protostar, star, remnant) are classification labels, not separate mechanics.
A6
OPEN-WORLD BOUNDARY (BFUT infinite universe)
THEORY-GROUNDED
The canvas is an observable volume, not the universe. When a particle exits an edge it is released into the implied infinite field beyond. New sparticles enter from edges at the quantum fluctuation rate (A3). This models BFUT's core premise: the observable volume is a sample of an infinite eternal field - there is no wall, no mirror, and no recycling. The Flux In/Out counter tracks the exchange. This is the direct simulation counterpart to Prediction 1 in the BFUT paper.