Bunzed is organized around one technical core with three different product surfaces. The products share capabilities without pretending their users or workflows are identical.
| Product | Focus |
|---|---|
| Bungine | Real-time games and worlds |
| BunFrame | GPU-driven native applications |
| Halo-Bun | Hardware for experiencing those worlds |
Shared below, specific above
Rendering, text, input, assets, and platform integration belong in the shared foundation. Game-specific systems, application widgets, and headset interfaces live above it.
The boundary is important. Too little sharing creates three disconnected codebases. Too much sharing forces every product into abstractions that fit none of them well.
A direction, not a shortcut
One core does not mean every feature arrives three times for free. It means improvements can compound: better text rendering helps tools and applications; better frame scheduling helps games and hardware; better asset workflows help everyone.
That compounding effect is the architecture we are building toward.