Road-Map

Bunzed is built in the open. Here’s the path from a rendering core to a full-dive headset — roughly ordered, honestly labelled.

Now

Bungine rendering core

Building

The wgpu pipeline — Vulkan, Metal, DX12 — and the scene graph everything else is built on.

Millisecond hot-reload

Building

The tight iteration loop: change the scene and see it live, no rebuild, no restart.

Next

BunFrame alpha

Planned

The native app framework on the same core — windowing, input, and GPU-driven UI.

Text & layout

Planned

GPU text rendering via glyphon, with a real layout engine and widget system.

Later

Networking layer

Planned

Built-in state sync and multiplayer primitives, wired through the core.

Public beta

Planned

The first tagged release — documentation, examples, and a way in.

The horizon

Editor & tooling

Exploring

A visual scene editor and asset pipeline sitting on top of the engine.

Halo-Bun

Exploring

Full-dive headset R&D — the hardware built hand-in-hand with Bungine.

Dates are deliberately absent — this is direction, not a promise. Things will move.