I did not try it myself, but seems like a great idea. Take DarkBasic and type the following code:
Rem Setup sync
Sync On
Sync Rate 0
Rem Make Cubes and place randomly
For x = 1 to 5
Make object cube x,100
Position object x,Rnd(2000),0,Rnd(2000)
Set object collision to boxes x
Next x
Rem Make sphere
Make object sphere 10,50
Position object 10,-100,0,-100
Set object collision to spheres 10
Rem Main loop
Do
Set Cursor 0,0 : Print Screen FPS()
Rem Store Object angle Y in aY#
aY# = Object angle Y(10)
Rem Control input for camera
If Upkey()=1 then Move object 10,10
If Leftkey()=1 then Yrotate object 10,Wrapvalue(aY#-5)
If Rightkey()=1 then Yrotate object 10,Wrapvalue(aY#+5)
Rem Detect collision
If Object collision(10,0)>0 then position object 10,X#,0,Z#
Rem get player object position and store in X# and Z#
X# = Object position x(10)
Z# = Object position z(10)
Rem get new camera position and store in cZ# and cX#
cZ# = Newzvalue(Z#,aY#-180,100)
cX# = Newxvalue(X#,aY#-180,100)
Rem position camera
Position Camera cX#,75,cZ#
Rem point the camera at the player object
Point camera X#,25,Z#
Rem Refresh Screen
Sync
Loop
This code is from the tutorial in the main page that I've just found out exist, but I added the print screen command on it. Change the code a little to, instead of five... to 200-300 objects. 200 Objects with Collision detection in DB will run like shit. Don't tell me u can optimize it.
Now, even with 300 objects, take away the lines with check for collisions, u will see the frame rate at maximum again. This is cuz DB is really slow with collision check in every loop, but not with objects. The collisions system is buggy, sorry. This problem does not happens with BB...
If u do sliding collisions and set collision to poly... well.... no comments, this tool is great if it works and it's good for both BB and DB teams
Watashi wa Eletronic Arts de shigoto o shimasu!