anchor.diff:  	Inc(numSprings, (gridSize-2)*gridSize*2);
   
   	//Create space for Particles & springs
  -	SetLength(Particles1, numParticles);
  -	SetLength(Particles2, numParticles);
  +	SetLength(Particles, numParticles);
   	SetLength(springs, numSprings);
   
   	//Reset cloth
  
positive.code:   Floor:MeshInstance;
  
    numParticles:Integer;
    Particles1,  Particles2:ClothParticleArray;
  
    //Pointers to the arrays. One holds the Particles for the current frame, and one holds those
    //for the next frame
    currentParticles, nextParticles:PClothParticleArray;
  
    lastTime:Cardinal;
    timeSinceLastUpdate:Cardinal;
  
negative.code:   currentTime, timePassed:Cardinal;
    updateMade:Boolean;
    timePassedInSeconds:Single;
    I, J, K:Integer;
    springLength, Extension:Single;
    force, acceleration, tensionDirection:VECTOR3D;
    P:Vector3D;
  Begin
  	//set currentTime and timePassed
  