[][src]Crate tetra

Tetra is a simple 2D game framework written in Rust. It uses SDL2 for event handling and OpenGL 3.2+ for rendering.

Note that Tetra is still extremely early in development! It may/will have bugs and missing features. That said, you're welcome to give it a go and let me know what you think :)


  • XNA/MonoGame-inspired API
  • Efficient 2D rendering, with draw call batching by default
  • Simple input handling
  • Animations/spritesheets
  • TTF font rendering
  • Multiple screen scaling algorithms, including pixel-perfect variants (for those chunky retro pixels)
  • Deterministic game loop, à la Fix Your Timestep


To add Tetra to your project, add the following line to your Cargo.toml file:

tetra = "0.2"

Tetra currently requires Rust 1.32 or higher.

You will also need to install the SDL2 native libraries, as described here. The 'bundled' and 'static linking' features described can be activated using the sdl2_bundled and sdl2_static_link Cargo features in Tetra.


To get a simple window displayed on screen, the following code can be used:

use tetra::graphics::{self, Color};
use tetra::{Context, ContextBuilder, State};

struct GameState;

impl State for GameState {
    fn draw(&mut self, ctx: &mut Context, _dt: f64) -> tetra::Result {
        // Cornflour blue, as is tradition
        graphics::clear(ctx, Color::rgb(0.392, 0.584, 0.929));

fn main() -> tetra::Result {
    ContextBuilder::new("Hello, world!", 1280, 720)
        .run(&mut GameState)

You can see this example in action by running cargo run --example hello_world.

The full list of examples is available here.


As mentioned above, Tetra is fairly early in development, so there's likely to be bugs/flaky docs/general weirdness. Please feel free to leave an issue/PR if you find something!

You can also contact me via Twitter, or find me lurking in the #gamedev channel on the Rust Community Discord.


pub use crate::error::Result;
pub use crate::error::TetraError;



Functions and types relating to audio playback.


Functions and types relating to error handling.


Functions and types relating to math (provided by the nalgebra-glm crate).


Functions and types relating to rendering.


Functions and types relating to handling the player's input.


Functions and types relating to measuring and manipulating time.


Functions and types relating to the game window.



A struct containing all of the 'global' state within the framework.


Creates a new Context based on the provided options.



A trait representing a type that contains game state and provides logic for updating it and drawing it to the screen. This is where you'll write your game logic!