Original Post
I've been using AngelScript 2.18.1 in my project and so far it has been great. I've been developing it on Windows just fine. My project will be cross-platform, so I started work on the Linux version when I hit a snag. You see, my Linux computer is 64-bit, so all the libraries, compilers, etc default to 64-bit. This is when I started to run into my 64-bit issues. I had been using the scriptstdstring addon to bind std::string to AngelScript. However, do to some odd set of circumstances, AngelScript was crashing when it was trying to destruct the std::string. It was somehow related to passing it by reference. When I passed it by value, it only sort of worked. My "Update" function, which is called every frame, would silently stop working once it came across the string, yet my "OnKeyPress" function would pass the string just fine. Thinking it was a 64-bit issue, I went back to my Windows machine and had Visual Studio compile my project as a 64-bit application. I hadn't bothered to compile boost in 64-bit on Windows, so I had been developing it in 32-bit mode, and it worked great. Once I got all my libraries compiled as 64-bit, I compiled and ran my program. AngelScript passed random garbage as the string. Thinking it was just an issue with using std::string, I bound a different string class to AngelScript. This time, AngelScript passed an empty string and crashed when it tried to destruct it. This is the script that I am executing: http://nalin.pastebin.com/m7ea1ae65 In "Update", once AngelScript hit "obj.Animation = "walk.gani";", it would silently stop executing the script. However, in OnKeyPress, it would behave like normal. Is there anything I can do to further discover exactly what is going wrong?