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CullMaster

Culling for rendering, animation, audio and ticks, measured.

CullMaster key art

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$30au lieu de $60-50 %
Version
1.0
Date de sortie
octobre 2026

Turn visibility into less work: control rendering, animation, audio, particles and gameplay ticks with dynamic culling, guided setup and tools to measure the result.

👁 Put visibility to work across your game 👁

A robot behind a closed door may no longer need to animate. Distant ambience can give up audio priority. Hidden AI can update less often while important gameplay keeps running.

CullMaster connects visibility to the work your scene does. Control rendering, animation, audio, particles, physics and your own systems with shared visibility decisions, tailored to each object's role. Use it in busy scenes, interiors with moving doors, procedural worlds and projects that need visibility data for gameplay or server interest.

⚙ Choose what hides, and what happens next ⚙

Layer the decisions. Combine distance, camera frustum, screen size, dynamic CPU occlusion and portals. Moving occluders need no occlusion bake; cells and door links let you describe connected spaces. Tune thresholds and stability for your scene.

Give objects appropriate reactions. Ready-made roles cover scenery, characters, ambience, effects and critical objects. Control renderers and LOD reactions, pause animation or particles, adjust audio priority or optional muting, and let resting physics bodies sleep. Reactions can distinguish why an object is hidden.

Besoin de l'intégrer à votre jeu ?

L'équipe qui a créé CullMaster peut l'intégrer, l'étendre ou développer la suite dont votre projet a besoin.