This document discusses amorphous computing, which uses large numbers of simple computing units with limited capabilities that operate without centralized control or global synchronization. Key topics covered include using wave propagation and gradients for position sensing, pattern formation through generative programs rather than blueprints, growing point languages to construct graphs in an amorphous system, and using rules and markers for event-driven computation. Biologically inspired primitives that could enable amorphous computing include chemotaxis, local inhibition, quorum sensing, and random exploration. Challenges include combining local behaviors and implementing conservative systems without explicit tracking of information.