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NoelFB
Celeste
C#2018–2026
NoelFB / Celeste · Archived

Celeste

Celeste Bugs & Issue Tracker + some Source Code

13Distinct people
13Mentions
1Explicit recommenders
4KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Celeste Bugs & Issue Tracker + some Source Code

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

It’s always great to be able to study the source code for successful, released, real games. I will note that this is actually the source code of the C++ rewrite! The original…

klodolph used a recommendation phrase. One indexed comment matches. This is a phrase match, not a verdict.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year13 dated mentions

Observed mentions: 2018-03-04 07:25:51 UTC to 2026-04-09 12:24:20 UTC.

0123452018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 5 mentions; 3 submissions, 2 comments20182019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments20222023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC532
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC000
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC101
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC202
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC202
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC101
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC000
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC110
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC101

What Hacker News says

13 sources
Something I've noticed about software dev vs game design: software is better (easier to read, understand, maintain, etc) when you have clean, separated modules. Game design is better (more fun) when everything is connected (eg in an fps, everything relates to gunplay, damage systems, environmental destruction, in a building game, everything relates to building, the building ui, inventory, resources etc). I think this mismatch shows up in game code. Combine that with actual hard performance constraints, and if you're a "normal" software dev casually browsing some game code, it can be shocking (eg Celeste movement code: https://github.com/NoelFB/Celeste/blob/master/Source/Player/...).
In C# in Unity 2026: Writing more modern code
I remember sharing that Player.cs code from Celeste in the gamedev subreddit, and getting all kinds of weird novice comments about how the code doesn't adhere to 'OOP Principles' or 'there isn't any unit tests' or 'you should split it into multiple files with 100 lines each' or 'you should use an ECS to make a real game'. Laster on Noel Berry did give a response explaining the various design choices behind their code: https://github.com/NoelFB/Celeste/tree/master/Source/Player Anyways, kudos to the team sharing their code even if it's a bit messy.
In A project with a single 11,000-line code file
I've heard this so often, and I still don't quite get it. Let's say most of my game objects have a "Position" component, and all the X/Y coordinates are now in one big integer pool. With this setup I can now add 5 to each object's X position really efficiently. But what's the use case for that? Particle systems, and what else? My game objects always look more like Celeste's Twitter-infamous Player class: https://github.com/NoelFB/Celeste/blob/c32f134d210fcf710d750... Say about the length of the file what you want, but isn't it actually better for caching that all of the Player's instance variables are in one object, and not stored in components somewhere else? (Now, maintainability is another issue. But I've always found Ruby-style mixins much easier to reason about than the toy ECS systems I've seen.)
In Why isn't Godot an ECS-based game engine?
klodolph·Jan 10, 2020Recommendation phrase
It’s always great to be able to study the source code for successful, released, real games. I will note that this is actually the source code of the C++ rewrite! The original game was written in Flash, and this version was apparently written by Simon Roth. My impressions: The source code is a bit of a tangle here. There are magic numbers (https://wiki.c2.com/?MagicNumber) all over the place, plenty of god classes (https://wiki.c2.com/?GodClass), and in general you will have to do a bit too much archaeology to figure out what a particular class or member function is supposed to do (the function and class names don’t give you enough, and there are no comments to help out). There are a few WTFs in here, like the "int i, j, j;" in Script.h. THAT SAID, This is not really out of the ordinary for successful, released, real games. It’s not really
Read the rest
different in style from the Celeste Player code. https://github.com/NoelFB/Celeste/blob/master/Source/Player/... But if you’re writing a game of this size or complexity, I recommend doing some refactoring work along the way. In my experience, this will reduce the amount of insanity in the project towards the second half of the development cycle. But I am always more impressed by ugly code behind a good game than I am by clean code behind an unreleased, unfinished, or unfun game.
In VVVVVV’s source code is now public, 10 year anniversary jam happening now
You are assuming that they will release a turn-key working product. Its possible for them to just release key parts that are unique. For example: https://github.com/NoelFB/Celeste/tree/master/Source This game designer only open-sourced his code for the player object. As I am not a seasoned game developer I have enjoyed going through this code and learning some of the techniques. Maybe Digg can help bring up the next generation based on their techniques. Or maybe it helps foster a discussion around how not to implement something.
In Digg Reader is planning to shut down on March 26

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