Original Post
Hi all, Im currently trying to create a game related to biology, and Im having a hard time grasping both the concepts and a way of implementing the movement of an amoeba. The more I think about it, the more I believe I'm going to have to teach myself some fluid dynamics, if I want a fairly accurate portrayal of amoeba movement. But I just wanted to see (as a last hope) if I can get by with some cheap trick or acceptable approximation and imitation. To set the stage (and if its pertinent), I'm planning on using C/C++ with OpenGL; The game will be 2D as this reduces some of the complexity of the implementation and coding. However, feel free to give advice relating to 2D or 3D amoeba/blob movement as I might consider 3D later in the future (plus, its good to know, right?) So far my understanding is around this point: In the simplest case: 1D, an amoeba is like the ole' simple snake game. If we keep its fluid volume constant and represent its fluid with pixels or "blocks", when it moves, we simply add one block in the direction it moves, and subtract one from its conceptual "end/back". However, as soon as we introduce another dimension, it becomes much more complicated. Ideally, when it moves in a certain direction, we want to subtract/drain fluid from a point inside the amoeba where the point is in the opposite direction from the amoeba's movement and where the point is the farthest away. However, in situations where the amoeba's orientation and state is complex (think of a paint splat)... we take fluid "away" from the farthest appendage, right? (which might not be a point directly opposite from the direction of travel) (as you can see my understanding of fluid dynamics is close to nil). here is a video similar to what Im trying to achieve:
