md5

General discussion about LÖVE, Lua, game development, puns, and unicorns.
User avatar
bartbes
Sex machine
Posts: 4946
Joined: Fri Aug 29, 2008 10:35 am
Location: The Netherlands
Contact:

Re: md5

Post by bartbes »

That guy is my new worst enemy, he hates lua...
User avatar
Robin
The Omniscient
Posts: 6506
Joined: Fri Feb 20, 2009 4:29 pm
Location: The Netherlands
Contact:

Re: md5

Post by Robin »

bartbes wrote:That guy is my new worst enemy, he hates lua...
Yay! I'm no longer bartbes' worst enemy!
Help us help you: attach a .love.
User avatar
Sparx
Party member
Posts: 125
Joined: Thu Apr 02, 2009 9:54 am
Location: Aachen, Germany

Re: md5

Post by Sparx »

I thought I was....
Sha1 is enough for my goals to. Thanks for that link...
I think it still would be a good idea including md5 into löve, especially if i believe what the guy writes about the speed of this implementation of sha1
User avatar
Zorbatron
Citizen
Posts: 78
Joined: Wed May 27, 2009 6:58 pm

Re: md5

Post by Zorbatron »

You can load libraries with the require("mylib.dll") command. Thing is, the dll has to be inside your LOVE directory, and must come seperate from your exe when distributing the game, this is usually how it is for games anyway. Problem is, I can't get any of the crap on Kelperproject to compile in visual studio 05 or 08, so I just write my own if I have to.

Also love.native sounds very sketchy and error prone, I think the programmer should have to manually add cross-platform support, not have it automatically added (cause bad things may happen when dealing with delicate code).

And Sha1 is a complete d-bag who is probably to much of a fanboy to realize he's staring at the world's best scripting language.
Post Reply

Who is online

Users browsing this forum: No registered users and 45 guests