Crate tetra

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Expand description

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


  • XNA/MonoGame-inspired API
  • Efficient 2D rendering, with draw call batching by default
  • Easy input handling, via polling or events, with support for gamepads
  • Deterministic game loop by default, à la Fix Your Timestep
  • Common building blocks built-in, such as:
    • Font rendering
    • Cameras
    • Screen scaling


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

tetra = "0.7"

You will also need to install the SDL2 native libraries - full details are provided in the documentation.


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) -> tetra::Result {
        // Cornflower 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(|_| Ok(GameState))

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

The full list of examples is available here.


Tetra is fairly early in development, so you might run into bugs/flaky docs/general weirdness. Please feel free to open an issue/PR if you find something! You can also contact me via Twitter or the Rust Game Development 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 rendering.

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

Functions and types relating to vector math (provided by the vek crate).

Functions and types relating to measuring and manipulating time.

Functions and types relating to the game window, and the environment it is running in.


A struct containing all of the ‘global’ state within the framework.

Settings that can be configured when starting up a game.


Events that can occur while the game is running.


Implemented by types that contain game state and provide logic for updating it and drawing it to the screen.