I think the problem is that the camera is being put right on the object so it's basically inside it and can't see out, that's why the screen is black.
Try making some variable for the camera X and Z values, position the camera to the cam X and Z values and the player Y position, then point the camera at the player X, Y and Z coords. Right now it's like putting a camera in a shoe box when you want the camera pointing at the shoe box.
This should work
#include "DarkGDK.h"
void DarkGDK ( void )
{
dbSetDisplayMode (1024,768,32);
dbSetWindowPosition(dbScreenWidth()/2-dbScreenWidth()/3,dbScreenHeight()/2-dbScreenHeight()/3);
dbAutoCamOff();
dbSetAmbientLight(50);
dbSyncOn();
dbSyncRate(60);
dbBackdropOn();
dbColorBackdrop(0);
dbLoadObject("cube.x", 1);
int cX = 0;
int cZ = 0;
while (LoopGDK())
{
cX = dbNewXValue(dbObjectPositionX(1), dbObjectPositionX(1) - 180, 100);
cZ = dbNewZValue(dbObjectPositionZ(1), dbObjectPositionX(1) - 180, 100);
dbPositionCamera(cX, dbObjectPositionY(1) + 25, cZ);
dbPointCamera(dbObjectPositionX(1), dbObjectPositionY(1), dbObjectPositionZ(1));
if(dbEscapeKey())
break;
dbSync ();
}
}
The number 180 in the dbNewXValue and dbNewZValue is the angle, 180 is behind the object 90 beside, etc and the 100 is the distance.
?