Most membranes are fluid and end up having simple blob shapes. In Thrive, this is implemented as a mesh that “hugs” the organelle layout.
In reality, though, only lipidic membranes are fluid and end up having a blob shape. Cells with rigid cell walls do not exhibit this for obvious mechanical reasons. In Thrive, we do have these kinds of cell walls: cellulose, chitin, calcium carbonate and silica. They still use the default shape generation algorithm and graphically they look the same except for the texture.
New membrane shapes
My idea is to implement different shape generators for each type of membrane. The reason for this is not only just to have more realistic cell shapes, but also because they look beautiful.
For example, we can have diatom-shapes for silica membranes, that can be implemented by using procedural techniques.
A prototype
I’ve already implemented an early prototype as a concept by using the Superformula.
Implementation
This algorithm generates a parametric curve and then adapts it to the organism, instead of just hugging the organelles. The algorithm is yet to be refined, and requires careful handling of the physics collision shape, due to commonly having concavities.
What do you think?
I wanted to have a more general game design feedback from you, to understand how to proceed from here.
- Do we need to implement more complex shapes, or shapes different than the subset generated by the Superformula?
- Do we need different pipelines/curves for carbonate, chitin and cellulose?
- What are, if any, the constraints to this?
- Should the shape influence, even slightly, MP cost and bonuses?
- To continue the last question, shapes have a relevant effect on homeostasis in real life. Should it reflect those in-game?















