Proper String Manipulation?

Blitz3D Forums/Blitz3D Programming/Proper String Manipulation?

Omnicode(Posted 2016) [#1]
Section Data is parsed in up to a maximum of 512 times per game tick. (Lessens with lower priority, i.e distance to player) Handling it like a virtual thread.

Occasionally I get a result of another area of the map being changed (which i think lies within the replace command which I tried to compensate for with separators "|") whenever editing certain positions. This is what i would like to fix.

Also, I know the function Assemble_Value could have the Assemble_Position function be called within it but for the sake of debugging I split them up.

CHANGE_TYPE is a function flag to determine if something is being REMOVED or ADDED to the thread/string.




Omnicode(Posted 2016) [#2]
Did a bit of testing and it seems by simply detecting string length and then adding "0"s when needed is around 2x faster than replacing empty space with "0"s.