Game Analysis Computer Vision System
Budget: $250 – $750 USD
Build the computer vision system as if it were analyzing gameplay from a retail copy of the game. It must not rely on any internal game state, memory access, engine hooks, debug APIs, or hardcoded timing values. The system should make all decisions solely from the rendered video output, exactly as a player would see it on screen.
The system must support two modes with a user-toggle:
* Shot Meter Mode: Analyze the live shot meter visually in real time rather than using predefined release timings or static values.
* Animation Mode: Analyze the player’s shooting animation to determine the optimal release timing without using the shot meter.
The solution should process frames with low latency, be resilient to different camera angles, graphics settings, and jump shots, and include a calibration process so it can adapt when animations or visual elements change. The computer vision pipeline should remain completely external to the game and operate independently of the game engine.
The system must support two modes with a user-toggle:
* Shot Meter Mode: Analyze the live shot meter visually in real time rather than using predefined release timings or static values.
* Animation Mode: Analyze the player’s shooting animation to determine the optimal release timing without using the shot meter.
The solution should process frames with low latency, be resilient to different camera angles, graphics settings, and jump shots, and include a calibration process so it can adapt when animations or visual elements change. The computer vision pipeline should remain completely external to the game and operate independently of the game engine.