Since this is in the 2D section, I think he is asking about sprites, not 3D.
Do you mean, how are sprites handled in DBPro?
Well, you'd need to make as many sprites as you have particles, you can't have one sprite jumping around the screen, unless you want it to be very flickery. You would make an array for the particle data as you said, probably a type, like...
type particleType
xPos as float `The x position of the particle
yPos as float `The y position of the particle
xVel as float `The x velocity of the particle
yVel as float `The y velocity of the particle
xAcc as float `The x acceleration of the particle
yAcc as float `The x acceleration of the particle
xScale as float `The x scale value of the float
yScale as float `The y scale value of the float
rot as float `The rotation of the sprite
alpha as integer `The alpha level of the sprite
rDiffuse `The red diffuse level of the particle
gDiffuse `The green diffuse level of the particle
bDiffuse `The blue diffuse level of the particle
`etc
endtype
dim particles(100) as particleType
Then you would assign initial values to the particles.
In the loop you would edit the data each loop, and then position the sprites for the particles like so...
do
`100 particles
for x=1 to 100
`EDIT DATA HERE
sprite x,particles(x).xPos,yPos,image `Position the sprite (this command also makes the sprite if it doesn't exist) at xPos,yPos, and 'image' stores the number of the image you want to use
stretch sprite x,particles(x).xScale,yScale
rotate sprite x,particles(x).rot
set sprite alpha x,particles(x).alpha
set sprite diffuse x,particles(x).rDiffuse,gDiffuse,bDiffuse
next x
sync `Update screen
loop
You can do some other stuff to sprites, here is a complete list from the help files...
SPRITE : SPRITE Sprite Number, XPos, YPos, Image Number
SET SPRITE : SET SPRITE Sprite Number, Backsave, Transparency
DELETE SPRITE : DELETE SPRITE Sprite Number
CLONE SPRITE : CLONE SPRITE Sprite Number, Destination Sprite Number
SHOW SPRITE : SHOW SPRITE Sprite Number
HIDE SPRITE : HIDE SPRITE Sprite Number
HIDE ALL SPRITES : HIDE ALL SPRITES
SHOW ALL SPRITES : SHOW ALL SPRITES
MOVE SPRITE : MOVE SPRITE Sprite Number, Velocity
OFFSET SPRITE : OFFSET SPRITE Sprite Number, XOffset, YOffset
SCALE SPRITE : SCALE SPRITE Sprite Number, Scale
SIZE SPRITE : SIZE SPRITE Sprite Number, XSize, YSize
STRETCH SPRITE : STRETCH SPRITE Sprite Number, XScale, YScale
ROTATE SPRITE : ROTATE SPRITE Sprite Number, Angle
FLIP SPRITE : FLIP SPRITE Sprite Number
MIRROR SPRITE : MIRROR SPRITE Sprite Number
PASTE SPRITE : PASTE SPRITE Sprite Number, XPos, YPos
CREATE ANIMATED SPRITE : CREATE ANIMATED SPRITE Sprite Number, Filename, Across, Down, Image Number
PLAY SPRITE : PLAY SPRITE Sprite Number, Start Frame, End Frame, Delay Value
SET SPRITE FRAME : SET SPRITE FRAME Sprite Number, Frame Value
SET SPRITE PRIORITY : SET SPRITE PRIORITY Sprite Number, Priority
SET SPRITE IMAGE : SET SPRITE IMAGE Sprite Number, Image Number
SET SPRITE ALPHA : SET SPRITE ALPHA Sprite Number, Alpha Value
SET SPRITE DIFFUSE : SET SPRITE DIFFUSE Sprite Number, Red Value, Green Value, Blue Value
SET SPRITE TEXTURE COORD : SET SPRITE TEXTURE COORD Sprite Number, Vertex Index, UValue, VValue
Dl the demo and see

.
Brains are for idiots.
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