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);
_
}*_

}

[1]: http://1.bp.blogspot.com/-Lr2XmS3VayI/UsZlSBR5FNI/AAAAAAAAAwE/wPcAwLn4ypI/s1600/hopalong_eq.png
[2]: http://2.bp.blogspot.com/-JPRMjjdIMng/Ud1cTJuRA7I/AAAAAAAAAps/l53raY926yA/s1600/hopalong_orbit.png
_*

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!