=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- title: Vibe Mapping date: 2026-01-15 16:39:20 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Some of you know this, but I got into computing after being exposed to MUDs in the late 90's. For the uninitiated, MUDs were the text-based precursors to MMORPGs like Everquest and World of Warcraft—in fact, Everquest was even sued by one of the progenitors of the entire genre because the game, while graphical, had elements that were so eerily similar. I've been in love with the genre ever since, and quickly taught myself C just so I could hack on my own. MUDs are the reason that I not only learned how to code, but how to type, how to use Linux, how to run a server, how to write, and so many of the other skills that kicked off my career. MUDs, like Linux, have variants, distributions, and derivatives. My favorite "family" was called DikuMUD [0], which was originally created by a group of nerds at the department of computer science at the University of Copenhagen. The game I grew up playing and hacking on was a great-great-grandchild of Diku called "Entropy of the Soul", or EotS for short. The way the data for Diku MUDs was structured was through text files using a proprietary file structure. No CSVs or JSONs or XML, just whatever the random assortment of developers chose to do throughout the years. Here's a little snapshot of what an "area" file looks like: ``` #ROOMDATA #25000 Temple of Bethaven~ Within this chamber stands the great and ancient Oracle. He has stood in this spot since long before the dawning of the Storm, and shall continue into eternity. Standing directly in the centre of the room is a huge altar carved from one solid granite stone. It's surface is carved with intricate designs and symbols. It is here that the citizens of Bethaven come to heal and rest, and to share in the glory of eternity. There is a door set into the northern wall, with an inscription carved upon it. ~ 0 1076102152 0 Rd 0 E door~ The door bears an inscription which reads: &BTo the Bethaven Botanical Gardens ~ D0 ~ door~ 3 0 14000 D1 ~ ~ 0 0 25120 D2 ~ ~ 0 0 25001 D3 ~ ~ 0 0 25119 D4 ~ ~ 0 0 25132 S ``` Hard to read, right? As you can see, this proprietary format means that reading the files without the game code can be a pain in the ass, and writing them even more so. So I decided to take Google's Antigravity [1] for a spin by putting it to the task of creating an "area explorer" that takes these files and makes them visual. Like a family tree explorer, Antigravity generated a beautiful and highly usable system for importing area files, rendering the maps and other data in a meaningful way, and even created an export functionality. Image: http://flower.codes/assets/img/posts/eots-explorer.png The craziest part? The bulk of the work of understanding the files was done entirely by the agent. All I did was point it at the EotS source code, tell it what to build, and it got about 80% of the way on its own. About an hour's worth of prompt work later and I ended up with a gorgeous tool that I would have killed to have when I was just starting out. I'm still in awe at how well this entire thing turned out. If you're interested in checking the project out, you can get to it on my projects [2] page, or find it directly here [3]. --- [0]: http://flower.codes//en.wikipedia.org/wiki/DikuMUD [1]: http://flower.codes//antigravity.google [2]: http://flower.codes/projects.html [3]: http://flower.codes/experiments/eots-explorer/index.html --- EOF