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
BuildingThe wgpu pipeline — Vulkan, Metal, DX12 — and the scene graph everything else is built on.
Millisecond hot-reload
BuildingThe tight iteration loop: change the scene and see it live, no rebuild, no restart.
Next
BunFrame alpha
PlannedThe native app framework on the same core — windowing, input, and GPU-driven UI.
Text & layout
PlannedGPU text rendering via glyphon, with a real layout engine and widget system.
Later
Networking layer
PlannedBuilt-in state sync and multiplayer primitives, wired through the core.
Public beta
PlannedThe first tagged release — documentation, examples, and a way in.
The horizon
Editor & tooling
ExploringA visual scene editor and asset pipeline sitting on top of the engine.
Halo-Bun
ExploringFull-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.