   What's everyone doing with Angelscript!
Hi all! Being pretty new to programming (and Angelscript in general), I'm wondering for what purposes everyone's using Angelscript :) I've been using it for around 3-4 months now for my 2d game engine. What about you guys?
Hi I'm new to Angelscript too (and many years of c++), and it's the first time I use a script language so I can't compare it to another, but I'm totally satisfied of this one. I'm searching a script engine for my 3D tool to manage some game logic and some animations,  I'm very happy of the result, it works perfectly and it is very fast, so thanks to Andreas Jonsson ;) here a presentation of my project : http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=48064&p=276937#p276937;I´m working on a graphicall programming system. Here´s a couple of videos showing what I´ve got so far: ">"> The las video shows AS running on a Raspberry Pi, an ARM/Linux based system.;Well, AngelScript is my project so I don't really use it in the sense your asking for, but I do have a 2d game engine to try out some things with, and there is also the old texture generator that I wrote using an early version of AngelScript.    You may also see some other uses of AngelScript here: Applications using AngelScript.;thanks for the list Andreas!;I'm using it as the scripting language for my 2d game engine. ;Hey!  I use AngelScript for a large amount of months already. I use it as the scripting engine for my game engine, running on every platform. It features a powerful scripting API for making awesome games that run immediately in all browsers(like FLASH), all desktop platforms , android and iOS :);AngelScript is the scripting language of choice in my 3D game/rendering engine Urho3D http://urho3d.googlecode.com , where most of the C++ objects and functions are exposed to script, except low-level access like direct modification of vertex buffer or texture data. The performance, especially in recent AngelScript versions, is very impressive. In an Urho3D example game I had an unintended O(n^2) algorithm going on in script without noticing it at first. Basically, each AI enemy was scanning the whole scene for new targets each physics/logic frame (at 100fps), which is of course stupid. But that still worked for up to 50 enemies. After changing it to cache the last found target it can run a lot more enemies  ;;Wow, I'm impressed as hell :D 