If 1000 charged particles are emitted in a burst inside a mesh sphere, they nicely expand in the vacuum of space until they start bounding around inside against the mesh walls, with some small gravity influence too to just to help me see that forces are really working at all, and some damping to stop all the bouncing around forever, they settle to the lower half of the sphere, but they do two things wrong:
(1) They fail to stay suspended mostly in space, after many of them start to accumulate on the walls, enough that they would then start to lift and repel the rest of the particles away from the surface.
(2) They bunch up, impossibly, at all the vertices of the mesh, as if within a vertex they don’t repel one another, and this may explain (1) too, since vertices can contain so many particles.
Real electric charges would never accumulate at the same vertex points, on top of each other. I’m using standard power 2 meaning 1/r^2 falloff, just like real electrons.
I tried assigning charge to the sphere mesh too, but the effect was confusing, just forcing the same result higher up on the sphere.
TEMP8.blend (1.65 MB)