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The spark for Nebula Bars came from the juxtaposition of old-school 16-bit aesthetics and the cutting-edge "agentic" nature of the Gemini 3 API. I wanted to move away from AI as a simple chatbot and turn it into a game mechanic. Inspiration was drawn from the resource management of No Man's Sky and the rhythmic combat of PaRappa the Rapper, localized in a 3D pixel-art cockpit that feels both nostalgic and futuristic.

How I Built It:-

  1. The project is built on a "Multimodal Game Loop" architecture:
  2. The Frontend: I used Three.js with a custom pixelation shader to create a 3D environment that retains a chunky, 16-bit feel.
  3. The Intelligence (Gemini 3): I utilized gemini-3-flash for its low latency. It handles three core pillars:
  4. Lyric Analysis: It processes player text/audio to determine "Battle Power."
  5. The Cargo Agent: An autonomous agent that manages the ship's inventory and suggests trade routes.
  6. Procedural Quests: Generating side-quests based on the player's current ship status.
  7. The Math: Combat damage isn't random; it's calculated based on a "Flow Score" (Sf) derived from 8.Gemini's analysis of the player's rhyme density and rhythmic timing:
  8. D=B⋅(1+ln(S f +1))⋅M up Where D is total damage, B is base weapon power, and M up is the multiplier from the Weapons Hold upgrades.

What I Learned:-

Building this taught me the power of Context Window management. Because Gemini 3 can remember vast amounts of data, I learned how to pass the entire "Game State" (fuel levels, cargo, past NPC interactions) into the prompt without losing performance. This allowed the AI Copilot to make "call-backs" to events that happened hours earlier, creating a truly living world.

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