9 releases (5 stable)

3.7.0 Nov 7, 2021
3.5.0 Jan 8, 2021
3.0.0 Aug 27, 2020
1.0.1 Feb 9, 2020
0.9.1 Jan 24, 2019

#8 in Game dev

Download history 121/week @ 2021-08-08 74/week @ 2021-08-15 97/week @ 2021-08-22 38/week @ 2021-08-29 75/week @ 2021-09-05 87/week @ 2021-09-12 69/week @ 2021-09-19 93/week @ 2021-09-26 52/week @ 2021-10-03 56/week @ 2021-10-10 38/week @ 2021-10-17 85/week @ 2021-10-24 50/week @ 2021-10-31 81/week @ 2021-11-07 89/week @ 2021-11-14 103/week @ 2021-11-21

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Used in 2 crates

Zlib license

107K SLoC

Rust 69K SLoC // 0.0% comments C 36K SLoC // 0.1% comments Objective-C 3K SLoC // 0.1% comments C++ 7 SLoC // 0.4% comments


rust crates.io docs discord


raylib-rs is a Rust binding for raylib 3.5. It currently targets the stable Rust toolchain, version 1.31 or higher.

Please checkout the showcase directory to find usage examples!

Though this binding tries to stay close to the simple C API, it makes some changes to be more idiomatic for Rust.

  • Resources are automatically cleaned up when they go out of scope (or when std::mem::drop is called). This is essentially RAII. This means that "Unload" functions are not exposed (and not necessary unless you obtain a Weak resource using make_weak()).
  • Most of the Raylib API is exposed through RaylibHandle, which is for enforcing that Raylib is only initialized once, and for making sure the window is closed properly. RaylibHandle has no size and goes away at compile time. Because of mutability rules, Raylib-rs is thread safe!
  • A RaylibHandle and RaylibThread are obtained through raylib::init_window(...) or through the newer init() function which will allow you to build up some window options before initialization (replaces set_config_flags). RaylibThread should not be sent to any other threads, or used in a any syncronization primitives (Mutex, Arc) etc.
  • Manually closing the window is unnecessary, because CloseWindow is automatically called when RaylibHandle goes out of scope.
  • Model::set_material, Material::set_shader, and MaterialMap::set_texture methods were added since one cannot set the fields directly. Also enforces correct ownership semantics.
  • Font::from_data, Font::set_chars, and Font::set_texture methods were added to create a Font from loaded CharInfo data.
  • SubText and FormatText are omitted, and are instead covered by Rust's string slicing and Rust's format! macro, respectively.

Disclaimer: I created this binding as a way to learn Rust. There may be some things I can do better, or make more ergonomic for users. Feel free to make suggestions!


Supported Platforms

API Windows Linux macOS Web Android Raspberry Pi
core ✔️ ✔️ ✔️ 🚧
rgui ✔️ ✔️ ✔️
physac 🚧 🚧 🚧
rlgl ✔️ ✔️

Build Dependencies

Requires glfw, cmake, and curl. Tips on making things work smoothly on all platforms is appreciated. Follow instructions for building raylib for your platform here

  1. Add the dependency to your Cargo.toml:
raylib = { version = "3.7", git = "https://github.com/deltaphc/raylib-rs" }
  1. Start coding!
use raylib::prelude::*;

fn main() {
    let (mut rl, thread) = raylib::init()
        .size(640, 480)
        .title("Hello, World")

    while !rl.window_should_close() {
        let mut d = rl.begin_drawing(&thread);

        d.draw_text("Hello, world!", 12, 12, 20, Color::BLACK);

Tech Notes

  • Structs holding resources have RAII/move semantics, including: Image, Texture2D, RenderTexture2D, Font, Mesh, Shader, Material, Model, Wave, Sound, Music, and AudioStream.
  • Functions dealing with string data take in &str and/or return an owned String, for the sake of safety. The exception to this is the gui draw functions which take &CStr to avoid per frame allocations. The rstr! macro helps make this easy.
  • In C, LoadFontData returns a pointer to a heap-allocated array of CharInfo structs. In this Rust binding, said array is copied into an owned Vec<CharInfo>, the original data is freed, and the owned Vec is returned.
  • In C, GetDroppedFiles returns a pointer to an array of strings owned by raylib. Again, for safety and also ease of use, this binding copies said array into a Vec<String> which is returned to the caller.
  • I've tried to make linking automatic, though I've only tested on Windows 10, Ubuntu, and MacOS 15. Other platforms may have other considerations.

Cross-compiling using cross

The @rust-embedded project provides a handy tool called cross that uses docker to cross-compile any cargo project to one of their many supported platforms. This tool makes it easy to cross-compile raylib-rs for binary distribution (in cases where you are producing a pre-compiled game for example).

Anything to Windows

Cross-compiling from other platforms to Windows is the simplest. Just build your project with this command instead of the usual cargo build:

cross build --target x86_64-pc-windows-gnu --release

It should be noted that the resulting exe will likely not run under wine due to an issue with Raylib's audio handling.

Anything to Linux

Cross-compiling from any platform to Linux, or from Linux to Linux requires a little extra work since raylib-sys has some system dependencies not provided by cross. This following example assumes you are compiling for x86_64-unknown-linux-gnu, but it can be any Linux-y triple.

Firstly, a custom build container must be defined. The following Dockerfile is the minimum setup for compiling raylib-sys:

FROM rustembedded/cross:x86_64-unknown-linux-gnu-0.2.1

RUN apt-get update -y
RUN apt-get install libasound2-dev mesa-common-dev libx11-dev libxrandr-dev libxi-dev xorg-dev libgl1-mesa-dev libglu1-mesa-dev -y

With the image defined, build it locally with:

docker build -t raylib_rs_env .

This will produce a local docker image called raylib_rs_env which cross will use instead of the default Linux image(s). To tell cross to use this image, create a Cross.toml file beside your Cargo.toml, and add the following (remembering to change things to suit your setup):

image = "raylib_rs_env"

The Linux build can now be produced with:

cross build --target x86_64-unknown-linux-gnu --release

MacOS / Darwin / IOS

cross does not support cross-compilation to any of Apple's operating systems as of now. Keep an eye on their repository in case this ever changes.


  • In addition to the base library, there is also a convenient ease module which contains various interpolation/easing functions ported from raylib's easings.h, as well as a Tween struct to assist in using these functions.
  • Equivalent math and vector operations, ported from raymath.h, are impled on the various Vector and Matrix types. Operator overloading is used for more intuitive design.


The raylib-test crate tests the bindings by opening a window, and checking the results of various functions. It requires nightly to use.

Future Goals

  • Port raylib examples over to Rust.
  • More tests.
  • More platform testing.
  • Even more testing.
  • Physac port?

Contribution & Support

All contributions are welcome. Chat about raylib on discord