DBP is a commercial programming language...you hand money over to TGC and get a license to use DBP...thus both parties are engaged in commerce. Or, if you prefer, you program a game using DBP then sell licenses for it to other people...again commerce.
I feel your pain concerning various flavors of C. I was "raised" on ASM and QBASIC, and trying to get my head to shift from procedural to OOP never seems to end well. However, if you want to make games which are high-end by modern standards, you pretty much have to learn it, ASM, and shaders (which are usually written in something resembling C++).
You can make a game with tons of features using DBP and have it run just fine. The trick is to think outside the box, it all comes down to how clever you are with your code. This is even true with ASM and C++. If you figure out a way to save a single ASM instruction it may not seem like much, but over a second you could be saving yourself millions of CPU cycles which can be used elsewhere. As for "rendering", you really only need to render to the screen about 30 times/second to get smooth movement. Much more than that is a bit overkill.
There is a particular flavor of BASIC offering many of the same features DBP does, AND also offers inline ASM. Due to the simple fact that you can code in ASM it may be faster in certain areas. But I won't plug it here on the TGC site, and the company who sells it doesn't accept the brand of credit card I use so I haven't tried it out.
That said, the beauty of both DBP and the "other BASIC" is that you can write DLLs in C++/ASM/&&c for areas which need higher performance or better features. If you haven't already done so, do a forum search for "Sparky's Collision" and give his DLL a try. It's great stuff and shows the versatility of DBP's expansion capabilities.
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