
An approachable cross-platform framework for creating 2D games in either Rust, Lua, or both.
> โ ๏ธ <span style="color:red">**KERO IS CURRENTLY IN UNSTABLE ALPHA TESTING PHASE AND NOT FOR GENERAL USE**</span>
- [โ
Features](#-features)
- [๐ก Getting started](#-getting-started)
- [๐ฌ Alpha Testers](#-alpha-testers)
## โ
Features
Kero is a pure-code framework that programmers can use to code their games or even to build their
own game engines. It provides:
- ๐ฅ๏ธ a window, game loop, and rendering context out of the box and ready to go
- ๐ฎ mouse, keyboard, and gamepad input as well as virtual input mapping
- ๐ผ๏ธ shaders, surfaces, textures, and other graphics resources
- ๐๏ธ a straightforward but powerful canvas-style drawing API
- ๐งฎ various math types for vectors, matrices, rotations, etc.
- ๐ geometry types for various shapes, overlap testing, extraction, raycasting, etc.
- ๐จ tools for working with colors, image encoding, decoding, and manipulation
- ๐งณ texture packing and other techniques for rendering optimization
- ๐ฆ full access to Rust's speed, power, ecosystem, and pleasure of use
- ๐ full Lua bindings if desired, with LuaLS type annotations
## ๐ก Getting started
There's no fancy setup required, Kero is just a normal crate. To create a new empty game project,
first create it and add `kero` as a dependency:
```console
cargo new --bin my_game
cd my_game
cargo add kero
```
Then, replace `src/main.rs` with the following:
```rust
use kero::prelude::*;
fn main() -> Result<(), GameError> {
env_logger::init();
// create a game, set some options, and then run it
kero::new_game()
.with_title("My Game")
.with_size(1280, 720)
.run::<MyGame>(())
}
// store your game state and graphics resources here
pub struct MyGame {}
impl Game for MyGame {
type Config = ();
// initialize your game state here, such as creating graphics resources, etc.
fn new(ctx: &Context, cfg: Self::Config) -> Result<Self, GameError>
where
Self: Sized,
{
Ok(Self {})
}
// perform your game logic here
fn update(&mut self, ctx: &Context) -> Result<(), GameError> {
Ok(())
}
// perform your drawing code here
fn render(&mut self, ctx: &Context, draw: &mut Draw) -> Result<(), GameError> {
Ok(())
}
}
```
The [examples](https://github.com/feyworks/feyworks/tree/main/crates/kero/examples) folder has a
bunch of examples you can check out to see how different things are done.
## ๐ฌ Alpha Testers
Thank you for helping test Kero! ๐ Please join our [Discord](https://discord.gg/AYjNw9WHJa) where
we are currently looking for feedback:
- from both casual, pro, and brand new Rust users
- first impressions, if what you expected it to do matched what it does
- naming conventions, API or organizational feedback
- features that are missing or you cannot find
- pics of anything you made! even if itโs basic rendering or movement etc.
- sharing your code so I can see how youโre using it/Rust
And if you think this is the kind of project you'd like to help out on, we're definitely interested
in having more contributors. It would be great if this could be polished up, stabilized, and turned
into a reliable game development tool for the Rust ecosystem.